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	<title>Comments on: Baking Occlusion</title>
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	<link>http://www.vidarrapp.se/2007/10/25/baking-occlusion/</link>
	<description>Character Artist</description>
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		<title>By: David Östman &#187; Blog Archive &#187; Vidar&#8217;s Occlusion Baking Tutorial</title>
		<link>http://www.vidarrapp.se/2007/10/25/baking-occlusion/comment-page-1/#comment-3469</link>
		<dc:creator>David Östman &#187; Blog Archive &#187; Vidar&#8217;s Occlusion Baking Tutorial</dc:creator>
		<pubDate>Fri, 02 Nov 2007 03:30:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.vidarrapp.se/2007/10/25/baking-occlusion/#comment-3469</guid>
		<description>[...] sure to check out Vidar Rapp&#8217;s easy and great tutorial on baking occlusion in Maya. It&#8217;s great for newbie dimwits like [...]</description>
		<content:encoded><![CDATA[<p>[...] sure to check out Vidar Rapp&#8217;s easy and great tutorial on baking occlusion in Maya. It&#8217;s great for newbie dimwits like [...]</p>
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		<title>By: Vidar Rapp</title>
		<link>http://www.vidarrapp.se/2007/10/25/baking-occlusion/comment-page-1/#comment-3465</link>
		<dc:creator>Vidar Rapp</dc:creator>
		<pubDate>Fri, 26 Oct 2007 08:47:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.vidarrapp.se/2007/10/25/baking-occlusion/#comment-3465</guid>
		<description>Always happy to help out! :)

Shout out in the comments if anything seems to be going wrong!

There&#039;s another useful trick to this method, and that is to instead of assigning a &lt;b&gt;Texture Bake Set&lt;/b&gt; you assign a &lt;b&gt;Vertex Bake Set&lt;/b&gt;. This way you can make cheap occlusion calculations on high density meshes without UV&#039;s. Then you can use the Transfer Maps function to bake that information to a texture on your low density mesh.</description>
		<content:encoded><![CDATA[<p>Always happy to help out! <img src='http://www.vidarrapp.se/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Shout out in the comments if anything seems to be going wrong!</p>
<p>There&#8217;s another useful trick to this method, and that is to instead of assigning a <b>Texture Bake Set</b> you assign a <b>Vertex Bake Set</b>. This way you can make cheap occlusion calculations on high density meshes without UV&#8217;s. Then you can use the Transfer Maps function to bake that information to a texture on your low density mesh.</p>
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		<title>By: David Östman</title>
		<link>http://www.vidarrapp.se/2007/10/25/baking-occlusion/comment-page-1/#comment-3464</link>
		<dc:creator>David Östman</dc:creator>
		<pubDate>Thu, 25 Oct 2007 20:27:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.vidarrapp.se/2007/10/25/baking-occlusion/#comment-3464</guid>
		<description>Very useful stuff. I&#039;ve been considering this the past few days but have been too busy to figure out how exactly to go about doing it in Maya, so it was good timing. Thanks a bunch :)</description>
		<content:encoded><![CDATA[<p>Very useful stuff. I&#8217;ve been considering this the past few days but have been too busy to figure out how exactly to go about doing it in Maya, so it was good timing. Thanks a bunch <img src='http://www.vidarrapp.se/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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