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Baking Mental Ray Ambient Occlusion in Maya

Wiley
polycounter lvl 6
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Wiley polycounter lvl 6
Hey, I have a highpoly model set up with a surface shader connected to a mib_amb_occlusion node in Maya 2009
Like this http://www.artbycrunk.com/blog/2009/03/ambient-occlusion-using-mib_amb_occlusion_node/It looks exactly how I want in the render view, now how can I bake this down to a Low Poly model unwrap? or how can I have precise control over the ambient occlusion in the transfer maps tool like spread and falloff(like I do in the mib_amb_occlusion node)

Any help would be wonderful thanks!
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