Texture Bake Set vs mib_amb_occlusion - Maya 2013

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  06 June 2013
Texture Bake Set vs mib_amb_occlusion - Maya 2013


First of all I want to point out that my knowledge in rendering is poor and this could be some basic question for many of You

So the thing is. I want to render out AO and bake it to texture onto second UV channel. I found a tutorial where someone show that I must right click on my model chose Bake -> Assign New Bake and change options to Occlusion etc. After that I need to chose Batch Bake (mental ray) from the RENDERING menu. I understand all of this.

But I found another tutorial where I can assign a Surface Shader to my model , chose mib_amb_occlusion texture and set the settings.

So my question is: what is the difference in these two methodes? Are those the same ? Can I use both or should I use only one of them to bake my AO to texture? Are there any disadvantages /advantages in any of them ?

I would be glad if someone could tell me what is the Bake Set is for if I can use a shader instead.

  06 June 2013
Method 1 bakes the occlusion information to a texture based off your current UV set.

Method 2 assigns and occlusion shader to your geo, like all other shaders. The result is viewed when you render from the camera.
  06 June 2013
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