

It is also very useful as a layer mask for dirt or rust, since it tends to accumulate at the occluded parts of an object. Multiply it over your diffuse map to get a convincing radiosity effect. With high quality settings it can take much longer. With low resolutions and ray samples, the texture for a medium-poly object are rendered in under a couple of minutes. If you want to render the scene with a camera, apply the mental ray material to the object and you will see the ambient occlusion in the rendered image.Ĭlick render, ignore all the mental ray warnings, and wait for the map to be finished. The material is only created to instance the shader to the omni light, so you can modify the settings later. Instead, apply a standard material to the object. Select the desired texture resolution.ĭon't apply the mental ray material to the object on which you want to bake the texture. Toggle Projection Mapping off and add a "LightingMap" under "Output". If it has overlapping UVs resulting from different material IDs, detach these parts before you proceed. Then enable the mental may light shader and instance the material surface shader on it (drag & drop): Go into its parameters and set "Affect Surfaces" to "Ambient Only" (under "Advanced Effects). The number of ray samples is the most important.

Then, create a material with a mental ray shader:Īssign Ambient / Reflective Occlusion to the Surface Shader Slot of the mental ray material.Īdjust the parameters of the shader to get good results. You can use the render to texture function to bake the occlusion.įirst, open your render settings and set the renderers to mental ray: With Ambient Occlusion, on the other hand, the areas occluding each other are rendered more darkly and independently of a lightsource. You can do this with a skylight, but this renders very slowly and always has a light direction in it. Objects with their own texture should always have some radiosity baked in.
