Hi,
I've been looking at good techniques for high poly renders and came across this thread
http://www.polycount.com/forum/showthread.php?t=60887 I've managed to recreate the shader by nrek where he's combined the mental ray AO map and shellac shader as shown here
My problem is that the AO pass that is rendering with it, is rendering the back faces of the floaters. I've tried disabling cast shadows in the advance lighting settings of the floaters and some other settings but to no avail.
Any ideas?
Replies
http://wiki.polycount.com/wiki/Ambient_occlusion_map#3ds_Max_Baking_Methods
I'm rendering using mental in 3ds max and my material setup is this: http://img19.imageshack.us/img19/9279/materialtutnrek.jpg