Well this might not be the best way to demonstrate the workflow for baking occlusion or GI details on the geometry but will certainly get the point across.
As I mentioned in the earlier update of the Crater Project, I was trying to bake my Ambient Occlusion details onto the geometry.
Well I had finished a quick test for the same and thought of putting it up online.
Out of what I have been able to infer and conclude is probably pretty primitive..gotta look
up few other ways as well.
The workflow is pretty straight forward (only once you know how to go about it :) )
Make sure that you have UV attribute on geometry.
Create a light template and use a VEX Global Illumination as its light shader.
However the trickiest part is using the Mantra Command feature on the Mantra ROP.
The Mantra command for this is:
mantra -u /obj/name of object -b Float
This will render out just the baked Ambient Occlusion on the texture map which can then be used to fake Ambient Occlusion at almost real time.
The quality of baked Ambient Occlusion will depend upon the UVs. Make sure UVs are laid out properly. well you will see what would happen otherwise! Look at my baked image :(
2 comments:
I definately like the content of what you are sharing on your blog...great foundation tools to build on.
Illusionist??? You are going to be a dream maker...
Best to you from Daegu South Korea..
Thanks a lot Marylin.. :)
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