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Ambient occlusion on end of mesh

polycounter lvl 5
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Grims polycounter lvl 5
Hello there!

New member here at polycount and first post.

I have a question that maybe some of you guys can help out... I have a mesh that represent a simple sci fi panel that can be "tiled" to make some kind of corridor. I had used xNormal to make the Normal map and the AO map, based in a High Poly mesh, but the AO appears to suffer from a more "whitening" part in the far end of the mesh (where the panels intersect).

I have attached an image to illustrate the situation. I have tried several options, but never had managed to solve this. Is it only possible to corrected in Photoshop or is there a technique to avoid this kind of problem?


Thank you very much for your attention!

Replies

  • Mossbros
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    Mossbros polycounter lvl 9
    when Baking an AO that needs to be tiled, the bake needs the next section of the tile to be there.

    If you dont have the section tiled physically before you bake the AO for that one section the AO will have shadows where the edges end.


    It's not very easy to explain in words, but simply put. To fix this you need to have a tiled part of the mesh in contact with all the sides of the main bake to eliminate shadows.

    03a1c-1653e3e2-6809-408e-88fa-b303c747d2be.png

    Hopefully that helps illustrate what I'm saying
  • Grims
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    Grims polycounter lvl 5
    Thank you very much MossBros for your reply and the effort to illustrate the solution.

    For what I understand, this must be applied in the High Poly version, right?

    I will try it!


    Thanks, once again!
  • EarthQuake
    Yes in the highpoly, if the mesh is simple enough you can extend the edges of the highpoly mesh, or make a copy of the highpoly and place it on either side.

    You shouldn't need to do this with the lowpoly.
  • Grims
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    Grims polycounter lvl 5
    Hey there EarthQuake! Thank you for confirm that!

    I tried out and it worked like a charm! Thank you very much guys!
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