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created Baking AO and Normals Problem
on 01-17-2012 07:43 PM
Hey guys! I'm having a problem when baking the AO and normal maps of this "rockface" mesh. I get some weird lines and I cant figure out how to fix it...
Before anything:
- Its not the low poly mesh protruding through the high poly (lines dont match with the low poly version
- Not a hardened normal problem either since I smoothed all the edges in the low poly mesh.
Any sugestions?
 
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, vertex,
38 Posts,
Join Date Oct 2010,
Location UK
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Cage not big enough?
too big? too small?
I'm seeing what looks to be some z-fighting on some of your high poly geo. What is that?
BTW what program are you using to bake?
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, card carrying polycounter,
2,264 Posts,
Join Date Aug 2006,
Location Montreal QC, Canada
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That's pretty weird.
Is your highpoly object a bunch of separate meshes crashed together?
Not sure that would cause this, but if it is made that way, try separating them and baking with just one element visible as a test.
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, spline,
132 Posts,
Join Date Apr 2009,
Location Austin, TX
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Its weird because I've been able to do it this way lodes of times before and this is the first mesh thats messed it up.
@JacqueChoi - What do you mean by Z fighting? In the image I have the low poly version "stuck" inside of the highpoly so its ready to bake. I'm using X-Normal to bake! Cheers for the reply
@ Goat Justice - The high poly is a bunch of separate meshes crashed together. I was basically following this: http://wiki.polycount.com/TilingRockWallBeyer Although I have tried combining those meshes but I still get the same problem 
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, vertex,
38 Posts,
Join Date Oct 2010,
Location UK
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Try reset Xform?
It seems to solve all my problems..
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, dedicated polycounter,
1,398 Posts,
Join Date Apr 2009,
Location Ontario Canada
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@Brandoom - You mean in max? I'm not using max unfortunately 
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, vertex,
38 Posts,
Join Date Oct 2010,
Location UK
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Oh true, =\
should have looked a bit harder at the first image :P
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, dedicated polycounter,
1,398 Posts,
Join Date Apr 2009,
Location Ontario Canada
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Are you using a custom cage or the xNormal offset? I know when I wasn't using a custom cage I would get strange errors.
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, spline,
170 Posts,
Join Date May 2010,
Location Near - Charlotte, NC
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@dismembered - Im just using the default settings on xnormal, how do you change the cage?
I'll give it a go when I get home see if I can figure it out! Cheers for the responses guys!!
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, vertex,
38 Posts,
Join Date Oct 2010,
Location UK
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The easiest thing to tweak is the Min and Max ray distance setting in the low poly tab, I'm guessing that messing with this will fix your issue. You can check the XN docs for more info on how to create a custom cage if you need to.
In the tools section you can run the ray distance calculator too.
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, Moderator,
8,629 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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in xnormal open the 3d viewer, and check off cage and give it a slight extrusion, than save that out as sbm.
should help a bit, using a basic cage like that over the ray distance.
also if your going to use raydistance, in the tools tab there is a ray distance calculator that can get you some decent starting values.
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, card carrying polycounter,
2,236 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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Hey Guys... still no luck with this issue  . I decided to do another model and It worked out fine sdo its something to do with those meshes :S
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, vertex,
38 Posts,
Join Date Oct 2010,
Location UK
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Are you using a cage?
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, triangle,
428 Posts,
Join Date Jul 2006,
Location Quad Cities, IL
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