i was wondering if there's a way to bake (scene scale) ambient occlusion information into an object vertex group?
I believe the only option is to uv unwrap the terrain, create a new image texture, bake a cycle material into an image texture (a destructive i'd like to avoid), then try to convert the uv image data into a vertex group. but this solution is something i'd like to avoid. as it's taking extremely destructive steps. is there a more direct solution?