Sponsored Adverts

Author Topic: Terrain and baking ambient occlusion (updated)  (Read 4951 times)

0 Members and 1 Guest are viewing this topic.

Offline kat

  • Administrator
  • Hero Member
  • *
  • Posts: 2287
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.

Offline ratty redemption

  • VIP
  • Hero Member
  • *
  • Posts: 976
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.

Offline kat

  • Administrator
  • Hero Member
  • *
  • Posts: 2287
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!.

Offline razvanab

  • Newbie
  • Posts: 8
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 ?

Offline kat

  • Administrator
  • Hero Member
  • *
  • Posts: 2287
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.

 

Sponsored Adverts
RSS Content is copyright © KatsBits™ 2018 unless otherwise stated. All Rights Reserved.
No part of this web site may be reproduced (except for personal use, or otherwise stated) without prior written permission from KatsBits.com. For more infomation on copyright click here.
Web design cpdtAdvertisePrivacy PolicyDMCA (about DMCA) Home Store Workshops Blog Jobs Support About Katsbits Contact Site Search KatsBits Help Site Map RSS feed Forum YouTube FaceBook LinkedIn Twitter IMVU