When I have a material with 2 textures on it both using different UV layouts, and I make the AO map texture “softlight”, the the object will no longer take shading from lamps, but it isn’t shadeless looking either. :\
I used soft light because in photo editing or texture creating it is your best friend. I just assumed it would do the right thing.
I was fiddling around with those modes, but I guess I neglected multiply just because it sounded like it wouldn’t work. Thanks, I will try that when I get home.
Okay, when I got home and tried it; it just went black. Am I doing it wrong? I have a material for every Hogwarts House(double that, 4 for the towers and 4 for the ring(plus the wood stands for towers and ring)) each uses the same AO textures(I had to change every material’s AO texture to multiply). What is werid is that when I changed one, all of the house colors went black, even the ones around the bottom that have a seperate AO map. Hmmmm. . .
How does the AO map look? Is it just a black image? Is it saved to disk? Try reloading it, if it’s already saved to disk and appears to be correct. When I do AO maps, I apply them after my diffuse textures, and set them to Multiply, influencing diffuse and specular color. The map should be monochrome.
By “apply them after my diffuse textures”, I meant move them down the texture stack so that they appear on top of my diffuse textures. By “Set them to multiply”, I meant to set the blending mode in the texture tab to multiply, not mix.
EDIT: Also, I believe ambient occlusion is where light ‘has trouble’ reaching certain areas, like corners or in holes, and around the bases of objects where they meet other surfaces. So, an AO map should be white, with darkened areas where other surfaces are close, not the other way around.
Oh, the background is black(sometimes transparent, hmmm) because I don’t have the UV layout covering 100% of the image. Moving the AO above to texture just showed the AO as the only image on the towers OR it shoes only the color texture.
If it’s only showing the AO texture or the diffuse color texture, then something’s wrong. Make sure your AO map is properly baked. It should probably look something like:
Concerning Vertex Colors, I actually tend to put use the automatic Dirt you can get, use that as a temporary Node-Texture and then bake the Texture to save it as a PNG. It gives a pretty good Base for Texturing and while being different to an actual AO-Render, it looks wonderfully smooth.
EDIT: However, depending on your Geometry Vertex Dirt Colors might not give the right Effect, I can’t tell.
Yes, indeed, MultiTexture mode might not be able to use alternative blending modes like Multiply (not sure, haven’t tried). If it’s a problem, then you could try replacing the color white with transparent (you can do it easily with GIMP in the Layer > Transparency > Color to Alpha.
Multitexture definitely doesn’t behave like GLSL. I’ve found that it will pick either texture in the ‘multiply’, usually the top one but is something either
I usually put the AO directly into the texture using gimp so I never ran into this before. But that really stinks. :\ It stinks so bad, I need to take a shower. . . Thanks for the replies though!
It looks like you’ll want to have your AO map second in your stack, below the diffuse texture. Set the AO map’s influence to Overlay, and it should work.
Thank you, SolarLune. It worked, still shadeless of course. But now I come to wonder two things; Why Overlay? And why did it make my character shadeless (there is a lamp and a sun)? I assume that is a bug. I did not touch any other materials other that the ones that needed it.