Hello,
As I'm trying to overcome iClone rendering limitations, I've made a test using multi-passes approach as we often do in production.
This allows for more than four shadowed ligths, the correct use of ambient occlusion ( not in the diffuse ) but also this solves a big problem I had trying to get ambient occlusion maps into the 'Blend' material channel : memory ! Because using unique uvs imply using very high-def textures for baking diffuse, bump etc.. Up to a point I couldn't load this set into iClone. The set is 'UrbanFuture3' ( Daz3d/Stonmason ) that I've imported into Softimage|XSI. From there I was able to create a second set of UVs, bake ao maps, etc.. then export 2 versions ( one for each UVs set ) into iClone through 3DXchange :



You can download a short animation here :
iCloneMultiPassesTestA.mov ( 1280x546 | 2:35 | 24fps | 10527Ko )
As you can see I have anti-aliasing problems but that is to be expected with raw OpenGL anti-aliasing ( and perhaps my card is not enough ).
Would be great to have an 'enhanced' anti-aliasing mode into iClone though ;)
That said, multi-passes rendering is an option not to be forgotten, even with iClone, as this gives you far more power than straight rendering, albeit at the price of a 'little' more work.
Cheers,
Guy.
--
guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.