Hi guys!
I met a problem trying to bake Ambient occlusion from normal map in 3ds max.
The source I have is low poly mesh with a normal map baked from highpoly. I have no original highpoly (otherwise, it would be pretty easy to complete).
Here are some ways I tried to make it work, such as scanline+skylight, or mental ray, but the best looking for me seemed baking in vray, with vraydirt map in Self-illumination slot of VrayMtl.
But the only problem I met (and this is fundamental for me, I see) is that now I can't make work together normal map and vraydirt. It worked when I tried test renders (I never used vraydirt before, and maybe since that time I made something terribly wrong), but now when I want to bake out AO, it renders out as if there is no normal map applied. (just AO from geometry).
I see something like this
Settings for VrayMtl I use are the following:
The question now is not on VRay only, but how to bake proper AO in any possible way without projection from high poly mesh? I tried to search youtube for the tutorial, but all I found was about projecting maps from HP geometry. Seems I can't solve this problem by myself, so I try to find some help here. Thank you!
Replies
Personally I'd suggest Substance Designer for baking, it does an excellent, super fast job of baking lowpoly AO with normalmap.