Home Technical Talk

Weird problem when baking AO

3Dyan
polycounter lvl 13
Offline / Send Message
3Dyan polycounter lvl 13
I'm trying to bake a lighting map to be used as AO but I ran in a bit of trouble.

It seems that wherever the highpoly mesh intersects with the low poly mesh I get an ugly seam.

Example:
332nnm9.jpg

Anyone knows a way to be rid of this other than pushing all of my high poly inside the low poly?

Replies

  • aajohnny
    Options
    Offline / Send Message
    aajohnny polycounter lvl 13
    Are you using 3ds max? and may you post the model showing lp and hp with cage?
  • 3Dyan
    Options
    Offline / Send Message
    3Dyan polycounter lvl 13
    Yes, I'm using max, forgot to mention it.

    Here is the area that corresponds to the shot I posted.

    n6uusl.jpg

    You can see those bunny ears and that rib poking out in the AO bake posted above.
  • gsokol
    Options
    Offline / Send Message
    Well...the spots where your high poly geo stick out of the cage are probably causing some wonkiness. Do you have ray miss check turned off? Pop that on and you will likely get errors there. That is potentially the cause of your AO wonkiness.

    Your cage needs to contain your hp model, the cage represents the limits of raycasts, and everything on the outside will be ignored.
  • 3Dyan
    Options
    Offline / Send Message
    3Dyan polycounter lvl 13
    The cage wraps everything up nicely. No red spots.
    When I baked the normal map it turned out fine.

    By the way. This happens with Mental Ray as well.

    P.S. I circled those two areas because they are the ones you see in the flat shot. This actually happens wherever the HP pops through the LP.
  • ScottJ
    Options
    Offline / Send Message
    ScottJ polycounter lvl 13
    try making your low poly transparent, I had this issue too, I think that's how I solved it.
  • Ace-Angel
    Options
    Offline / Send Message
    Ace-Angel polycounter lvl 12
    Does it happen with light-tracer or mental-ray only?

    Mental Ray needs (in some cases of Max) a hidden mesh (select all faces in sub-object and 'hide').

    If you have time, try xNormal, always a good way to proof test any bakes.
  • 3Dyan
    Options
    Offline / Send Message
    3Dyan polycounter lvl 13
    Ace-Angel wrote: »
    Mental Ray needs (in some cases of Max) a hidden mesh (select all faces in sub-object and 'hide').

    That did the trick for mental ray. Thanks!

    I wonder if there is a way to solve this problem with light tracer...
    Hiding the mesh didn't work for that one.
Sign In or Register to comment.