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3DS Max AO bakes not getting into some cavities

polycounter lvl 12
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Fomori polycounter lvl 12
Been using X Normal for my bakes, but decided to use Max for my latest character. I've tried both scanline and mental ray, but both seem to have problems getting dark right where the geometry is at it's lowest point. This is the case for all bakes.

Clearly visible on the hair circled:

hWj23Pe.jpg


I've tried adjusting the AO settings for spread, max dist. and falloff, but they don't help. Anyone know how to get the AO to behave properly?

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  • Fomori
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    Fomori polycounter lvl 12
    Great, that makes sense. Thanks for all the info.

    It seems that X Normal AO blurs or darkens the cavities more as I haven't had this problem when using it.

    If I want to continue to just use Max, then is there a way to get a cavity map?
    Or is there another way people overcome this issue when just using Max?

    I know I could export my cage to X Normal and get an AO or cavity pass there, but it would be more steps to the workflow...
  • Fomori
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    Fomori polycounter lvl 12
    "Behave properly" wasn't the best way of putting it for sure. Thanks for pointing that out.

    Revisiting the sculpt sounds like a good solution to this issue.
    I will do some inflating on the hair to seal up the dips.
    Cheers.
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