I'm not sure what you're baking in (looks like Blender?), but do you have padding turned on for your bakes? Also, make sure you have anti-aliasing turned up for final bakes.
I'm not sure what you're baking in (looks like Blender?), but do you have padding turned on for your bakes? Also, make sure you have anti-aliasing turned up for final bakes.
padding is turned to 8 pixels and blender doesnt seem to have anti aliasing in the bakes. if there are some settings for that, it would cool if you posted them.
The jagginess is most likely from rotated UV islands, or at least edges on them that are not completely horizontal or vertical (no rotation). If you take care to align your UV islands better you should get rid of most of them.
Another cause for the edge brightness could be UV islands that are too tightly packed, causing the bake margin to overlap where it shouldn't.
To get the bakes to look more like the one in your example, I'd switch from Approximate to Raytraced AO. It'll take a bit longer, but look much better.
As for antialiasing when baking in Blender, you have to work around it by baking at double resolution and scaling down.
EDIT: I just read your title. Clipping geometry. Switching to raytraced AO will make the problematic pixels black instead of white (they are completely shadowed pixels bleeding out from underneath the extra geometry). Making sure your UV edges are not rotated (not always possible) will make the issue smaller, but not go away completely. This is one of the drawbacks with clipping geometry like this.
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padding is turned to 8 pixels and blender doesnt seem to have anti aliasing in the bakes. if there are some settings for that, it would cool if you posted them.
The jagginess is most likely from rotated UV islands, or at least edges on them that are not completely horizontal or vertical (no rotation). If you take care to align your UV islands better you should get rid of most of them.
Another cause for the edge brightness could be UV islands that are too tightly packed, causing the bake margin to overlap where it shouldn't.
To get the bakes to look more like the one in your example, I'd switch from Approximate to Raytraced AO. It'll take a bit longer, but look much better.
As for antialiasing when baking in Blender, you have to work around it by baking at double resolution and scaling down.
EDIT: I just read your title. Clipping geometry. Switching to raytraced AO will make the problematic pixels black instead of white (they are completely shadowed pixels bleeding out from underneath the extra geometry). Making sure your UV edges are not rotated (not always possible) will make the issue smaller, but not go away completely. This is one of the drawbacks with clipping geometry like this.