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To make an ambient occlusion pass (or at least something close), I
color everthing in the scene pure white with a material that has the
diffuse, specularity, and ambient properties turned to zero, and the
Occluded Ambient channel set to something like .9 . Check out the Ambient Occlusion Material . Render in best
mode. You don't even need to have any lights on in the scene.
Not
perfect, but it works nicely for darkening edges and depressions. I
then multiply this pass on top of the color, adjusting levels for best
look.
I also do occllusion passes with a white fast shader and several lights coming from every direction.
Each lights have shadows, only the depressed areas keep the shadow
(because the light fills in everywhere else). I sometimes use both, or
none...
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