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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?

Fox
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