For those that don’t know, an AO render creates a false light directly overhead the centre point of the mesh and then it uses the material properties to calculate direct illumination, reflection and shadow. It’s one of a number of layers used in the creation of textures, most of which I don’t use because, well, to be honest, I’m not a very good texture artist and all those layers use up additional memory in the sim, which is already very memory restricted.
Thankfully, you can set the number of “passes” that the render engine draws, so for fault finding, I can set it down to, say, 32 or 64, then only whack it up to 128 once I’ve debugged it all. Right now it’s doing a 64, which says a lot about the confidence I have that it’ll be the final pass… <sigh>
/Ian P goes to make more tea, because as interesting as it is, you can only watch this process so many times…