Yes, I had this problem too. I did eventually find a way round it, but it was so fiddly and unreliable (with generally poor results), I've gone back to UV mapping the high poly model, baking AO for it then transfering the info through colour rather than trying to use the poor AO transfer.
If you have access to the Turtle renderer, you can bake AO based purely off your low-poly normal mapped model. Again though, it can be hard work trying to get a nice result.
I have this problem too a lot.
Only way I could get around it was to export the meshes as .obj, open a completely new scene, import the meshes back and bake again.
Solves the problem for me
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If you have access to the Turtle renderer, you can bake AO based purely off your low-poly normal mapped model. Again though, it can be hard work trying to get a nice result.
Only way I could get around it was to export the meshes as .obj, open a completely new scene, import the meshes back and bake again.
Solves the problem for me
made some tests and it seams as if the ao rays are not casted from the envelope, but from the surface you want to bake on.
But hey, I just use xnormal ;D