cheers,
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.
Replies
Reset Xforms on both the high and low poly.
Delete the projection modifier, select the low and high, save selected as a new file. Then restart max and open that file and retry.
If neither of those work, export both objects as OBJs, restart max, and import into a new scene.
Most of the time that takes care of them.
http://boards.polycount.net/showflat.php?Cat=0&Number=143296&an=0&page=0#Post143296
seems, as long as texture filtering is turned on in the render dialog, the speckles appear in my case.
current workaround that works decently: turn off texture filtering and turn on global supersampling with whatever filter you prefer.