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Ambient Occlusion using Light Baking Technique?
Your shader section doesn't cover using Ambient Occlusion.
Back in Vizard 4, I could stick the AO in the self-illumination slot and it works. Now if I try to do this with Vizard 5 shaders or placing it in the ambient color slot, I get nothing but a washed out surface. Once I turn off material descriptions, it works fine. But this seems like a problem if I want to mix in AO maps with all the other new features. Ideas? |
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| ambient occlusion |
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