This:
http://www.zbrushcentral.com/showthread.php?193261-skin-shader-realtime-render-tips
Seems like he is baking AO straight for the low poly with previously baked normal map as an addition for the baking. Without the highpoly.
I tried this, but mental ray doesn't show my baked normals right. I tried inverting red and/or green channels, but something still looks like inverted. I used xNormal for baking the normal map.
Despite the inverted stuff, baked result is interesting.
Has anyone ever tried this before? At least I've never stumbled upon to this in Polycount.
Replies
You say you're using mental ray, but the tutorial uses Toolbag. So your maps will be plugged in differently. Are you rendering in Max, using mental ray? Or are you trying to use the Max viewport? Or something else?
You can bake multiple AO maps and combine them into a better one, depending on your model. For example a cavity map has a tighter range than a traditional occlusion map, so you can get stronger creases, etc.
Another example is if you do exploded bakes, then you'll want to combine one AO baked from the exploded high poly (for fine details), and another one baked from the non-exploded low poly (for the coarser overlaps).
We have some stuff here http://wiki.polycount.com/wiki/Ambient_occlusion_map
http://wiki.polycount.com/wiki/Normal_map#Ambient_Occlusion_into_a_Normal_Map
BUT, finally I found a way to bake ambient occlusion in xNormal from high to low faster, just by setting the antialias to 1x, lol. Drastic improvement with baking time, even though I'm using CPU to calculate it. After that, the mental ray trick was meaningless.
Which doesn't break lighting btw, it's just a different way to handle things. If your lighting is generally poor (no realtime AO, no SSAO, etc.), and your shaders are setup to handle it, then you can reduce the # of maps and still get AO effects.
Kind of cool anyhow to know it's possible, as it made me more aware of what a normal map can do.