Baking AO on Room with Many Objects

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User offline. Last seen 42 weeks 5 days ago.
Posts: 1

Hello,

xNormal seems like a really useful tool and I am currently diving into it. There seems to be plenty of documentation and resources available on doing things like baking normals from a high poly to a low poly model, and it looks great.

What I am wondering though, is this tool able to bake ambient occlusion on walls / ceiling / floor in a room with many objects? Basically, I want to import the shell of my room all UV'd, but take into consideration all of the models that are on the walls, ceiling, and floor of my room when baking the AO. Is this possible?

Any help, tutorials, suggestions on how to do this would be greatly appreciated. Thanks!

User offline. Last seen 1 day 6 hours ago.
Posts: 603

Well, xN is really aimed to bake per-object AO ( for instance , to modulate the object's base diffuse texture ).

With some tricks you can compute the AO for a game scene using an UV atlas but gonna be a bit hard to setup.

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http://www.xnormal.net

http://santyhammer.blogspot.com

http://www.ratgpu.com

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