Ambient occlusion vertex color
Contents
Ambient-Occlusion Vertex Color
Vertex color can be used to store ambient occlusion (AO) lighting information.
Pros
Vertex color AO works well for meshes that use tiled textures, like environment models, because the tiling prevents unique lighting from being added to the textures. In this case texture-based AO would require a separate non-tiled texture using a second set of UVs, which would increase the texture memory and also increase the vertex count for the model (to store the 2nd set of UVs).
Cons
The downside of vertex color is that AO resolution is dependent on the complexity of the mesh. The less vertices there are, the less precise the shading will be. More edges can be added to the model, but it usually requires a tedious manual process.
Examples
CryEngine2 uses vertex color for baked ambient occlusion, see the Sandbox Manual.
Methods
3ds Max - Radiosity
The simplest way to bake vertex color AO in 3ds Max is to use Radiosity. For additional methods, see the thread Baking Vertex Illumination without using radiosity on the Polycount forum.
1. Place skylight anywhere.
- Set the sky color to white.
- Turn on "Cast Shadows" (optional).
2. Render menu > Render
- Advance Lighting tab
- Advanced Lighting rollout, set to Radiosity
- Radiosity Processing Parameters Rollout:
- Initial quality = 95
- Refine Iterations (All Objects) = 1
- Indirect Light Filter = 1
- Rendering Parameters:
- Re-Use Direct Illumination from Radiosity Solution
- Radiosity Processing Parameters:
- Start
3. Select all the geometry.
4. Command Panel > Utility Tab > More...
- Assign Vertex Colors
- Vertex Illum
- Lighting Only
- Color by Vertex
- Radiosity > Reuse Direct Illum. From Solution
- Assign to Selected
3ds Max - GPU AO
GPU AO Vertex Color plugin by Yang Zhang is 22 times faster than CPU, but requires a Nvidia 8 series or later graphic card and 3ds Max 9 or later.
3ds Max - Render Surface Map
Surface map rendering tool included in 3dsmax 2010, found in the Rendering menu as "Render Surface Map". The tool was part of Polyboost but is now called Graphite Modeling Tools.
This tool creates a bitmap instead of vertex color.
3ds Max - Pits & Peaks
Pits & Peaks Maxscript by Jeff Stewart was written for Max 3.1 but may still work.
Maya
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