Action PBR - Using Baked Indirect Lighting with PBS Maps - Part 4 - Flame 2017x1 - podcast episode cover

Action PBR - Using Baked Indirect Lighting with PBS Maps - Part 4 - Flame 2017x1

Nov 18, 201612 min
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Episode description

In Part 4, We look at a great new workflow between Maya and Flame using PBS Ambient Occlusion texture maps to texture indirect lighting onto 3D models in Action.

This allows you to get same render quality for indirect lighting and shading on 3D geometry that you would normally get by outputting 2D render passes using your favorite 3D renderer.

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