Ignore AO maps
Moderator: ChrisHekman
Is there an option to ignore the AO texture maps when rendering?
- ChrisHekman
- Posts: 1058
- Joined: Wed Jan 18, 2017 3:09 pm
Hi Elecman
Im not sure what you mean AO maps.
If you mean the Ambient Occlusion - Global Illumination mode then you can change it to diffuse in the rendertarget kernel.
You can also change the kernel itself from direct lighting to Path Tracing or PCM
If you are talking about the unity material occlusion map, then do not worry, they are not actually being used by OctaneUnity.
Octane calculates light information itself and has no need for AO maps.
Im not sure what you mean AO maps.
If you mean the Ambient Occlusion - Global Illumination mode then you can change it to diffuse in the rendertarget kernel.
You can also change the kernel itself from direct lighting to Path Tracing or PCM
If you are talking about the unity material occlusion map, then do not worry, they are not actually being used by OctaneUnity.
Octane calculates light information itself and has no need for AO maps.
Last edited by ChrisHekman on Thu Sep 07, 2017 10:23 am, edited 1 time in total.
I meant the Unity material Ambient Occlusion Map.
Thanks, that clarifies it.
Thanks, that clarifies it.
Actually I just found out that some flat geometry with screws as textures (in normal and AO map) do need the AO texture slot to be taken into account. At least for some objects. So it would be nice if Octane can take it into account on a per-object or scene wide basis.