tudor
11-15-2007, 08:07 AM
Hey!
how would you go about making the baked occlusion map affecting only how much the ambient light affects that part without affecting normal lights such as point or spotlights?
Let me explain why I want this effect:
Say we have a tunnel where you also see the outside the tunnel.
If I bake this the inside of the tunnel will go almost black as it should.
Now, when I apply the baked map to the object I can apply it in a few different ways: luminosity map, diffuse or color. Each of these methods give some disadvantage.
color and diffuse means that the entire color texture gets darker. If I take a spotlight and light the darker areas, they will never get really bright as the base color is too dark.
luminosity. works pretty good apart from that now the ambient light is not really used at all. Setting up follower or whatever to control luminosity values for every material in the scene is tedious (so the ambient light intensity can be adjusted easily).
Now, if the baked map just controls how much the ambient light affects the surface we have proper ambient occlusion just like the name says. Just the ambient light is occluded.
Can this be done and how?
how would you go about making the baked occlusion map affecting only how much the ambient light affects that part without affecting normal lights such as point or spotlights?
Let me explain why I want this effect:
Say we have a tunnel where you also see the outside the tunnel.
If I bake this the inside of the tunnel will go almost black as it should.
Now, when I apply the baked map to the object I can apply it in a few different ways: luminosity map, diffuse or color. Each of these methods give some disadvantage.
color and diffuse means that the entire color texture gets darker. If I take a spotlight and light the darker areas, they will never get really bright as the base color is too dark.
luminosity. works pretty good apart from that now the ambient light is not really used at all. Setting up follower or whatever to control luminosity values for every material in the scene is tedious (so the ambient light intensity can be adjusted easily).
Now, if the baked map just controls how much the ambient light affects the surface we have proper ambient occlusion just like the name says. Just the ambient light is occluded.
Can this be done and how?