Ambient Occlusion Baking

Yet another usage for the mesh camera.

The accompanying sources illustrate how to use the new mesh_camera feature to bake an occlusion map for a mesh object. The mesh needs to be UV-mapped (a simple example mesh is included for tests, though it’s not the Greek sculpture on the WIPs, but the Stanford dragon).

The trick consists on texturing the mesh in plain white and baking the effect of box-like formation of area lights (24, with insane area size). Then you use back this map to texture the mesh into your scenes (like in the WIPs below).

As usual, any comments, questions or suggestions are welcome…