im getting problems baking out AO maps using mental ray in maya, basically it is refusing to capture high poly bits that go underneath/behind the low poly mesh, the same settings a re fine using mayas renderer to capture the diffuse/normals, does mentalray have different settings to this or is there a work round, sorry cant show you anything this is at work
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it's shit
I don't think anybody managed to bake ao with it, because it's not only using the highpoly for the ao calculation but also the low...
The most common workaround is to bake the ao of the highpoly with batchbake (on a texture or the vertex color) and then just bake the baked ao on the lowpoly (bake diffuse)
And yes, Mental Ray does work differently to the other transfer maps options, unfortunately.
Turtle is quite expensive (about $1500)
You might wanna try xnormal. Great, quick results!
and autodesk should get kicked in the ass for making transfer maps that shitty...
good idea, but bad execution...
AO isnt as bad as plain diffuse renders, they seam to take forever with no lighting or nothink
thanks for the help guys, ps does xnormal render out diffuse from high to low
one issue im getting is baking out the diffuse, i get a few bits coming out correct but most of it is sheared, the uvs and obj space are fine, as all other maps come out correct,
also when i turn off "find nearest point on mesh" in the bake options i get nothing in the render???
any ideas?