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Topic:
Terrain and baking ambient occlusion (updated)
Terrain and baking ambient occlusion (updated)
kat
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kat
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Terrain and baking ambient occlusion (updated)
on:
January 12, 2012, 11:34:51 AM
Baking Ambient Occlusion maps for terrain in Blender
Video to accompany the updated
baking ambient occlusion maps for terrain
tutorial. This new version covers the basics of using the current versions of Blender to bake texture maps, 'ambient occlusion' in this instance.
ratty redemption [RIP]
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Re: Terrain and baking ambient occlusion (updated)
Reply #1 on:
January 12, 2012, 09:31:51 PM
cool, although where is the link to the video? i'm in the process of learning the new interface, ie post blender 2.49, so these updated tutorials of yours will be very helpful.
kat
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Re: Terrain and baking ambient occlusion (updated)
Reply #2 on:
January 13, 2012, 12:40:00 AM
Video will probably be up tomorrow.. I was just about to post it when I realised the sizing had exported incorrectly so I've pretty much spent the entire day trying to correct that. Although videos are take far less time than writing, they come with their own particular set of issues!.
razvanab
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Re: Terrain and baking ambient occlusion (updated)
Reply #3 on:
January 13, 2012, 03:04:34 PM
Is there a way to set the quality of the AO texture ?
kat
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Re: Terrain and baking ambient occlusion (updated)
Reply #4 on:
January 13, 2012, 04:34:03 PM
Not as a specific setting no, 'quality' is directly related to the size of any texture being used and/or the UVW map relative to images associated with it. It's discussed in depth in the "
Terrain & Texture Density
" section of the written tute. Basically you need to use large images (subject to any limits your game engine or tech might have), and/or split the UVW's up in such a way as to increase the 'density' - the ratio between 'image' and 'UVW' map.
[EDIT] the rendering sub-system used for baking currently doesn't use Anti-Aliasing either by the way, so you can't use any of those settings in Render Properties.
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