Hey again,
So this has been bothering me a bit as I just can't seem to get it to work, should be a simple problem really though, I've done it before in MAX.
I'm using Maya 2012 atm and I want to bake out a lowpoly AO, BUT I want to include normal map information into the AO bake. Basically because I often have a lot of normal map edges on trims and stuff, and I want those to be included when the AO is baked so you won't get a sharp seam there because of the Lowpoly AO map.
I don't want to smooth the edges on the AO bake as that'd just give a big gradient instead, I want it sharp still.
Supposedly XNormal should be able to do this:
But when I check those settings in the image above nothing happens, it just bakes out the AO as usual without the added normal map info on it.
So here's a super simple image explaining a bit what I want, I want an AO bake kind of like the crappy fixed image I did at the bottom:
Anyone know how I could achieve this easily?
(to make things more interesting I want to use UV1 for the normal map and spit out the AO with the normal info included on it to UV2 - this already works fine with XNormal for example, except the normal info isn't there..)
I've tried doing this just in Maya too without any result
Thanks,
Philip
EDIT: Crap, sorry it's in the wrong forum section! Please move this to the technical discussion
Replies
When rendering in xnormals, inside the list of things you can render is an option. It's either AO or Ambient Occultion. This needs a model though.
There is also an option to render normal maps into AO's in he tools window I believe.
I really just want it to get into the mix of my lowpoly AO bake as it'd remove the sharp edges.
As you said it seems like there is an option for it in XNormal, just doesn't seem like it works for me
It can ALMOST do this, it can include normal info to the AO bake, but sadly it doesn't take the model's face normals into account when it adds it, so it's just like adding an AO from nDo on top of your model in PS
I actually want the normal map to basically erase and add AO depending on concave and convex edges (almost like adding a cavity map, but not quite). I basically want the AO to come out as if it was baked with beveled edges even tho it doesn't have that (since the normal map already takes care of that),
edit: - looks like I did not read the first sentence and you already know this.
I think I rememeber reading on Laurens Corjin webiste that you can use vray to do this. But I have never been able to test it out.
Basically apply the nmap to the model and bake out a lowpoly AO.
Might be worth investigating.
Subscriving this thread for further reading.
Is that what you mean?
Will continue to try and find a good method for this.
I will definitely try out GI instead, saw on another forum someone mentioned making a sphere with a gradient map on to get the normal map info from there, I suppose something like skylight light tracer render in Max almost.