3dsm: render-to-texture and noisy output

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thomasp polycounter

render/to/texture problem here: i get lots of noise, sometimes even crowds of black pixels in the output when trying to bake from one (identically shaped) lowpoly mesh to another or one uv channel to another.
playing around with advanced lighting object properties and supersampling options fixes is to some degree but the problem essentially remains.

does anyone have a solution for this? there's no special lighting in the scene, just a bunch of omnis, actually it happens even if i'm baking a 100% selfilluminated material. max 8 sp3, scanline renderer.


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