Ok so I made the switch to Max 2008 at work and trying to render out my AO maps using mental ray. I am pretty sure everything is set up correctly but I keep getting shitty results.
There are no overlapping uvs on this mesh.
Any ideas please let me know.
Replies
Update video drivers?
Time to use a sky light, switch the material color to white and render a diffuse/Fake AO map?
Dunno really, haven't run into that before, weird...
how are you doing it, do you have a dirtmap/ao map in the material? That's how I did mine. Also might wanna check that your lowpoly mesh isn't casting shadows (assuming you're baking high to low) - if you're just baking AO into a lowpoly mesh then I have no idea what the problem is, I've done it several times on meshes with overlapping UVs without any issue.
An image of your problem might help, I currently have no idea what the problem might be because I can't see any examples, and you just say "shitty results" which is hardly useful, and could be caused by anything.
Have you tried turning off the shadow casting properties of the lowpoly object?
It almost looks like a ray distance error... are you using a casting cage, or specifying ray distance?
Also for the skylight method, if you find the skylight is slowing you down, try using the E-Light Dome script. Use the light properties options inside the script to control the settings for all the lights before and AFTER the dome is created.
IF that doesn't work...
- Select your low poly object
- Under Edit Poly go into Element
- Select all
- Under the Edit Poly Geometry rollout, click "Hide selected" (It will keep the low poly from being taken into account when rendering).
Don't deselect the object but if you do, select it by name (h)
- Bring up the RTT window and render your AO.
Something new this mental ray is to me
Set your renderer to Mental ray (duh)
Apply an ambient occlusion pass to your diffuse of the material
Samples anything from 100-300, spread around 2.5
Right click on your lowpoly, properties -> object ID should be a positive number, we''ll say 7
In your ambient occlusion material.. in the incl/excl field, set that number to -7, this excludes the lowpoly from being rendered down/intersected in the scene
Apply your MR material to your highpoly
Select lowpoly, apply a RTT property, give it a complete MAP for the AO.. along with the rest of your settings you apply in RTT (fairly standard stuff).
Hope that helps, I think thats all I do.