Post Processing Ambient occlusion image from Blender

Hello all,

I’ve done a render bake on my model in Blender, and it looks really good, but i want to retain the ambient occlusion texture but add a colour to it instead of it being grey, preferably in Photoshop, is there anyone who knows the best way to go about this, it’s to texture a bus, 4 sides. Front, side, rear and door entry side.

Thanks
JunGRail

It can be done using blender internal renderer, not cycles, if what. Hope you do have your bus UV unwrapped; then this is a mater of creating new image in UV editor and Render tab, down, Bake. Choose AO from dropdown. Check Normalize.
Before bake, on World tab check AO, set Multiply to around 0.7 or whatever you like and bump up Samples on Gather.

Another is Dirty Vertex Colors in Vertex Paint; you need to have dense mesh to use that. Make a copy and subdivide model a lot before.
Vertex colors can also be baked by Bake - Texture with checked Vertex Color Paint in Options for Material. You need new image again.

By setting any one of textures to Multiply and choosing Color next to them you could get that color tint without running to image editor.

That is helpful thank you, i cant sub-divide more because it already has 11,3715 polys as it is, due to the bevel on the interior mesh, so i’ll bypass that procedure, but the first one, sounds relatively simple, it’s unwrapped but not textured on the outer body shell, the interior is but the image i bake from is a multi-tude of colours for the walls and seat moquette so if i bake that image it bakes the .bmp file; so a conglomerate image of vector colours and seat patterns. The exterior is just flat on each side with the rear and front carrying the detail. So i will try what you said and see how it looks.

Thanks a lot!

Well, if you have a hand full of vertices already in place you do not need to subdivide more; use what you have. Simply give dirty vertex paint a try, it’s just a matter of clicking some buttons. You can always delete result by deleting Vertex Colors on Object Data tab.

A simple matter of pressing some buttons is not very helpful so i’ll take the first users reply - thank you anyway. I will try what works out best from what was answered to me in a pleasant manner :wink:

It’s not hard to be polite :smiley:

It’s also not hard to look in the Vertex Paint menu. Under the Paint menu you would see a ‘Dirty Vertex Colors’ option. Just select it, done.

I’m not sure what you think was unpleasant in any of the replies given to you. Maybe you should try and recognise when someone is taking time out to help you

oh dear, i think i shouldn’t of replied, i will try this when i can, i appreciate the help the first user replied and i havent tried yet, cant you understand that? I’ltry it when i can get a chance!!!

thank you!

Lol, we both will try to be more polite next time, i promise! I thought you’ve red my first answer and therefore hadn’t repeated key press sequence to get to the Dirt.
My sincere apologies for not understanding simple matters.

Edit: Just to be clear: by “both of us” i did mean authors of posts #2 and #4

That’s not a problem, it’s not easy to relay emotion via a forum. the second user to reply actually answered fine, but it was relating to processing in Photoshop which i’ve worked out, by using the layers tab in photoshop, and a colour overlay, which looks fine but its the rendering in blender, i think due to memory issues, it’s causing black to appear. All the normals are correct, but i can check again. It may be due to memory, it is highly detailed, i’ll see what the vertex paint can do but its so i can export it to put it together to be repaintable by other users without having to do all the work in photoshop, just cut and paste and change liveries :wink:

Sorry it’s confusing from the developers who made the simulator!

Regards