Hi ; I've found this script by hasard and I hope that this script You will find useful ,cause it's very easy to use with a cool result. link : MentalRay ambient occlusion 1.0.0 Here's my "ao rendering tets" :
[ QUOTE ] Why do you need a script for that? 1 ) Set Mental Ray as renderer 2 ) In "Environment", set background color to white, global lighting from 1 to 0. 3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings. 4 ) Bake away. [/ QUOTE ] I didn't ask anything, I've just found this…
Awesome, I'm going to see if I can incorporate this script into my "make template" script and save me even more time. That is if I can get it to render out a texture instead of a render preview. Thanks for the link =)
Why do you need a script for that? 1 ) Set Mental Ray as renderer 2 ) In "Environment", set background color to white, global lighting from 1 to 0. 3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings. 4 ) Bake away.
Yep. Even in CryEngine 2/Crysis, according to Crytek you should still bake a little ambient occlusion into the model (varies with what type of model), but even their characters use a little baked in ambient occlusion, and it just accompanies the simulated real-time ambient occlusion, while also maintaining some of the…
An AO map also helps point out where the grooves and that are, make a great overlay on low poly meshes to make the whole thing pop in a game engine that doesn't have any AO type thing, and any number of uses.