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Occlusion baking for overlappijg UVs in Maya

Defonten
polycounter lvl 7
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Defonten polycounter lvl 7
I'm really stuck guys..

Let's say I have 4 identical boxes or poles slightly deformed and 90 degree rotated on their Y axis to remove the feeling of being duplicates. Obviously I can't afford myself spending valuable texture space for 4 identical objects with absolutely identical UVs to be separately unfolded in UV space occupying 4 times bigger area. It would be okay if they would be standing on a clean flat plane, but the problem is that each box/pole has unique objects around them which reflect back occlusion appropriately in sense of their scale and position. So for example now I get occlusion from the sphere that stands near the first pole on all poles which is very frustrating )

Is there a way to avoid this cos you always have to be very thrifty in sense of texture space. Thanks!

Replies

  • JoakimMellergard
    Well, you could have a secondary UV map with all boxes for only occlusion and maybe have a lower res (the same res as other maps) for that map. Would that work in your scenario? :)
  • Defonten
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    Defonten polycounter lvl 7
    Hmm, can you please explain in in more detail please?

    If I understand you correctly, first I'll create a second UV set with all the boxes honestly unfolded separately, then will bake occlusion basing on this new UV set, and later in Toolbag I will assign UVset 2 to be used for occlusion but would it mean that my occlusion texture would be much lower res compared to my other maps (albedo/roughness etc) as I will have to downscale repeating UV islands to have them all fit to the same single texture space?
  • StormyBA
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    StormyBA polycounter lvl 9
    "World Space AO" is handled differently dependant on what engine your using and what's best for that particular game.

    Some are real time which of course is expensive.

    Others bake lighting info into verts and others bake lighting into a second UV channel or even have unique AO renders for world objects, again can be expensive.

    No idea whats best for you but lots of options for you to investigate.
  • JoakimMellergard
    Defonten wrote: »
    Hmm, can you please explain in in more detail please?

    If I understand you correctly, first I'll create a second UV set with all the boxes honestly unfolded separately, then will bake occlusion basing on this new UV set, and later in Toolbag I will assign UVset 2 to be used for occlusion but would it mean that my occlusion texture would be much lower res compared to my other maps (albedo/roughness etc) as I will have to downscale repeating UV islands to have them all fit to the same single texture space?

    Yeah, exactly. Better than no AO or wrong AO, right? Or if it hurts too much, increase the res.

    But yeah, some engines (Unreal for example) can ofcourse bake world space AO. Still using the secondary UV set and probably not very high res. It's the same thing as the suggestion I first posted, except that all objects in the scene are baked.

    If you post some images it could be easier to give feedback on what's the best solution.
  • Defonten
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    Defonten polycounter lvl 7
    Ok, posting the image of what I mean.

    As you can see I have lots of overlapping UVs. For example those three wood planks are the most overblacked as they share the same UV space and AO rays are being casted three times to the same place..
  • JoakimMellergard
    Ah alright. Well the secondary UV set is my only suggestion. Try it out and if the resolution of the AO texture isnt good enough, increase it. Or don't overlap (but I can see why you want to do that ofc). Or don't use AO on those parts and let the SSAO take care of it instead. That's the alternatives as far as I see it.
  • Defonten
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    Defonten polycounter lvl 7
    Ok I'll go with the second UV set then. Thanks!
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