Hey guys. I'm making small stones for a larger object (Skyrim inspired forge) and I've run into an issue I haven't seen before.
I'm getting some weird lines on the edges of my LP. The lines follow the edge flow spot on.
Any ideas on how I can fix this?
LP with normal map.
LP with a quick diffuse slapped on to showcase the problem. In PS I have two layers of the AO map, both set to Multiply. I have two for a stronger effect. Even when I use just one layer the problem persists.
Wires.
My render settings. The normal map and the AO were baked out simultaneously, but I'm just showing the settings for the AO here.
Thanks for any advice!
Replies
I am having the same problem and I don't know what I do wrong. I am Max user too and I never experienced this issue when baking AO maps. Either I use Max to bake AO or I fix it in Photoshop shrinking the selection a pixel around the shells and using the filter "dilation" for photoshop that comes with xnormals.
Also What r_fletch_r said is correct, X normal also has a edge padding feature that can be tweaked to have as much padding as you desire.
A quick fix would be to just take the black that you see on the AO map outside the UV islands and do a paint bucket fill with white. Problem solved. If you don't want to do that, for whatever reason, you can do it this way:
Overlay the UVs and see that they are just outside or right on the edge of the ao-texture itself. This can be corrected in PS by making a selection of the UVs (inside with the magic selection tool), expanding the selection by one pixel (select -> Modify -> expand -> 1 pixel). Make a new layer under the AO, set the AO layer to multiply, and fill the selection on the new layer with white. Combine them, and that should fix it. You will have to do this with all of the UV islands, but it works without screwing anything up and you don't have draw around the edge. There's honestly a bunch of ways to do this, I just find this the quickest for me without having to set up a mask, etc.
> In mental ray Common Output I increased 'Fill texture seams" to 32, which was the highest value. Didn't work.
> I switched to Maya Common Output for rendering the AO, and I set the Fill texture seams to 128. No luck there either.
Any other settings that I can change? What's 'Filter size'? I have that set to 3.
Thanks guys for the replies. Appreciate it.
@ Mekhollandt: That sounds like a nice solution, I'll try that.
edit: my buddy that uses maya has this happen occasionally, we just use the xnormal dilation filter to solve it
Also been searching for dilation filters, tutorials and whatnot, but there's surprisingly little information on the subject. Does anyone know a good tutorial for manually adding edge padding or something? Or a tutorial for Xnormal's dilation filter?
Always getting black lines on my models is getting really annoying and it just results in me not baking AOs at all, which kinda sucks.
So any ideas what I can do to get AO baking in Maya to use edge padding?
Current render settings for AOs:
Thanks in advance.
I just ran into this problem with no AO map padding and just shrunk the UV shells a tiny bit in Maya until the black lines went away, but I was only using a diffuse map.
Maybe give Xnormal a try? I rarely have a problem with bakes when I get frustrated with Maya and go running to that.
I have the padding problem at home, but not at work. At home what worked for me when I'm using Batch Bake is to set the Bake Optimisation to multiple objects, even when I'm just baking a single object. Not sure why, but that worked.