Once in a while, I see this kind of shading. Apparently it's called "shadow map", how do I do this on blender?
>>557318
dirty vertex colors in vertex paint.
>>557318
Do you know about Baking? You can bake Shadows if you want
And then there's all the sort of "visual interest" stuff like AO, using Poitiness node (and then bake that, since 'Pointiness' veries between high and low poly)
Anyway you can literally google 'blender shadow maps' on stack exchange or youtube and get more information
>>557342
sorry but this is not an AO bake...
you only use shadow maps if you want to have a scene without light.
its possible to fake light as well.
>but why
optimization, mostly
>>557370
ok but how is it done?
I like how it's rendered, looks better than the average ambient occlusion bake
>>557372
>looks better than the average ambient occlusion bake
It won't look good in motion or in a lit scene. But anyway, I don't use Blender but in Maya shadow mapping is an option when creating depth maps. Maybe looking up depth map tutorials for blender will help you find your answer.
>>557372
you have an option in BI called "full render" when you bake. it outputs all possible light and shadow combinations.
personally i never tried it, because i like having my models interact with light in either realtime or other settings
I have the answer you need. Pic related.
Basically, you're going to use a geometry node with the "Pointiness" value plugged into a color ramp. You're going to BAKE to a diffuse map in cycles (the bake takes a while). This will give you a great AO/Curve map/Shadow map. By adjusting the value of the color ramp, you can get more/less shadows.
Hope this helps.
>>557378
aaaaaaand here's the pic.
>>557380
Gotchu senpai.
>>557354
>sorry but this is not an AO bake...
can you even... read... in english...
the post... said... 'bake Shadows', then it said 'AO', then it also mentioned additional techniques like the Poitiness attribute...
please don't ever post here ever again...
>>557378
that's not the solution at all.
pointiness value is meant for creating edge wear, not artificial shadows (altho dual purpose)
you can do what he wanted in blender internal,not cycles.
>>557385
its all here
https://docs.blender.org/manual/es/dev/render/blender_render/bake.html
>>557318
Is this for stone age engines that don't support normal maps or what?
>>557392
It's just another map to use in your texture program. Sometimes valuable, sometimes not.