Transferring Occlusion
To sample occlusion in Turtle, the shader called ilrOccSampler
should be used. Under the Outputs roll-out, disable
Normals and enable Custom. Custom can be used
to output any shader or shading network. Press the connection button and connect
an ilrOccSampler. Also change the Background Color to white,
since in this case we want all areas outside the uv-regions to be white
(unoccluded).

We will use default settings on the ilrOccSampler (for information on how to optimize occlusion sampling, see the tutorial Ambient Occlusion). We also change the sampling algorithm from Normal Sampling to Super Sampling (Render Tab -> Sampling -> Sampling Algorithm). Now make sure Surface Transfer is selected as the Render Type, and then hit the render button.

It's now time to apply the occlusion map to the lowres rifle. In the following
render we have used the same ilrOccSampler as above on the highres model, and
used the occlusion map texture on the lowres model:

In the final render we will combine the normal map and the occlusion map in the
same shader. We connect the occlusion map to the Ambient Color attribute on the
Blinn shader. By adding an ilrOccData node between the file
node and the Blinn, we can use the Environment attribute on the
ilrOccData node to adjust the amount of ambient light. The shading network
should then look like this:


Finally change the Render Type from Surface
Transfer back to Render and hit the render
button. In this render we have also enabled shadows:
