| When I have all the geometry modelled and mapped I bake the Mental Ray ambient oclussion map, I usually end up using that map as a dirt map, this map is very very important because I use it as a base to fake the GI, reflection masks, specularity masks and transparence masks, (when it comes to cristals and windows). The mentioned "baking" can be done with the "render to texture" in Max7, which is finally compatible with Mental Ray
Ok! lets think that we dont want or we dont know how to bake the ambient oclussion map (maybe you have not Max7) what we can do is use it on the diffuse level slot of a ONB shader (making the roughness 0)
We can combine the layers in Photoshop, underneath the color, then the baked AO, in "multiply" mode and in top, in "screen" mode the capture of the UVmapping which we can obtain thanks to the free plugin Texporter.
|