Hi, I'm brand new to modeling and have hit a snag in blender. It's a tf2 item, I was hoping you guys know what I'm doing wrong and would tell me how to fix this.
the part is a 12 sided cylinder, it is also curved vertically. Ambient occlusion ray tracing simply refuses to consider the sides smooth. yet, it has no problems shading the bend as smooth.
Both ray tracing with constant jitter, and approximate show no such problem, but they looks bad in certain other parts so I want to use ray tracing with constant qmc.
the blender version is 2.66, the setting for bake is ambient occlusion, ray tracing, constant qmc, object shading is smooth, the lamp's deleted, this is the only mesh with rendering turned on, both bake and world tabs were changed to ambient occlusion, edge split modifier has edge angle unchecked and I manually marked sharp edges. no, those edges were not marked as sharp. the distance of attenuation doesn't help any, nor does amount of sampling. Checking and unchecking the normalized option in bake doesn't help either. yes, i removed doubles.
I have also looked up this: http://wiki.blender.org/index.php/Do...ient_Occlusion
but unfortunately qmc options don't have the bias setting.
Yes, I know it looks bad regardless, I know enough to be humble about this.
What am I doing wrong? I have a feeling it is something stupidly simple.