When I baked out this exploded mesh, I get the reflection of the handel on the base for some reason. I baked it in Xnormal and I can't figure out how it get's reflected all the way over there.
If you absolutely must avoid using a cage (which is a mistake, a cage is a must if you want quality bakes), then you can get rid of the issue by adjusting the ray distance. (xNormal's Ray Distance Calculator is a good place to start, under "tools")
I was tweaking the cage in the 3D viewer without any luck, though the ray distance calculater cleared it almost completely up. I should've remembered that, though I am still trying to visualize how that reflection get casts the way it does.
It was actually turned off when I did the test first and it got mostly cleared up. I still had a tiny strip of the artifact turning up, but it almost cleared all of it. I noticed later that it also had been off when I was trying to tweak the cage from within the 3D viewer. So that's why that didn't do much to help me out.
But what was still puzzling to me was how the artifact got thrown all the way over there. That's why mesh scale totally made sense, and when I turned it up to 1o all of it was gone.
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If you absolutely must avoid using a cage (which is a mistake, a cage is a must if you want quality bakes), then you can get rid of the issue by adjusting the ray distance. (xNormal's Ray Distance Calculator is a good place to start, under "tools")
I was tweaking the cage in the 3D viewer without any luck, though the ray distance calculater cleared it almost completely up. I should've remembered that, though I am still trying to visualize how that reflection get casts the way it does.
Thanks Joopson, it's within reason now.
But what was still puzzling to me was how the artifact got thrown all the way over there. That's why mesh scale totally made sense, and when I turned it up to 1o all of it was gone.