Added Ambient Occlusion baking. After generating the landscape, from each generated vertex, I shoot rays and query the nearby density field and save the occlusion data as vertex color. It is sampled for far and short occlusion ranges
Added Ambient Occlusion baking. After generating the landscape, from each generated vertex, I shoot rays and query the nearby density field and save the occlusion data as vertex color. It is sampled for far and short occlusion ranges