Using the exact same process as creating a normal map, I am trying to bake an ambient occlusion map from a high res model onto a low res model. I seem to have run into some unexpected results.
-First thing I did was to create a normal map with a cage and all that. It worked great.
-Next changed the output to Ambient occlusion (MR), and applied the correct materials to my high res.
-**Problem is mental ray is including my low res mesh into the calculations. Basically where ever my low res mesh covers the high res it will render out just black. No matter what I try I cant seem to be able to get it to disregard the lowres mesh in the baked texture.
-things Ive tried.. Using the cage, not using the cage, making low res 100% transparent, and randomly clicking almost every option box I can find.
-Just having trouble understanding why it works perfectly for a normal map, but doesnt for an AO map.
Anyone have any luck with this?
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Edit: Okkun, see the title of the thread
I prefer to use a light dome setup rather than a skylight myself.
wow, I just tried the chugnut domelight setup, with my normal map on my low res. I'm pretty impressed by the results although the render takes forever. The biggest benefit of this method is that you are guaranteed that your lightmap will line up exactly with your normal map. Seems to do a bit of weird lighting sometimes as well, but it will serve the purpose. Thanks for the tip, I never would have thought of it. DomeLights seem so "old school" these days. Im waiting for an Ambient Occlusion shader that works with normal maps, that would be great cause AO is soooo fast, and looks great.
Looks like you have to use a domelight btw. I dont think the skylight shows the normal maps. Could be just the settings I had for it, but when using the skylight it just looked like I was baking out the low without normal maps.
The nice thing about this method is that it renders much faster than a skylight with bounces and supersampling, so you can play with the light strenths. I hav a saved lightrig that I mreger in, split into 3 sections - 60ish spots, one omni for controlling overall ambience, and a set of key lights for pulling out extra details..
You will find it useful to play with the spec settings of your gray material.
Also, when you do import your AO map into photoshop, experiemnt with multiply, overlay AND screen - you often need to have 2 or 3 of those layers rather than just one. I often use the levels to compress the AO contrast, so that the multiply level nails the shadows and the screen nails the highlights.
I'm sure Rick would agree
You then render with shadows turned off and bobs your ambient uncle.
A quicker HACK that works well is to drop an omnilight into the scene at exactly 0,0,0 and set it to ambient only. Then in the projection settings drop in an ambient occlusion map. This is a fast way to add it into your scene without comping. Just thought I would share.
Another nice one is to use pits and peaks to create occlusion vertex lighting and a vertex map for render to texture. Nice.