I've been baking lots of things before, so it's not really new to me, this thing had me jumping up and down and through hoops, I don't know what the hell I did wrong.
I have this unsightly area of ray-missed I can;t possibly explain, it doesn't go away. This is with a new low-poly and unwrap hoping to fix it, the one before had even stranger bands of ray-misses.
Some info, similar result cage/no cage. The cage fits well. It is all smoothed on 1 smooth group so no broken normals. I tried it in Xnormal but that came out just as funky. This is in max2009 with scanline renderer.
There has to be some setting I overlooked.
Ideas are much appreciated
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Also, this looks like the render window, not the output file. Did you check that?
It's a good habit to get into, add whatever modifier you need, then Collapse All when done editing it, before adding another modifier. Special mods like Skin, Turbosmooth, etc. shouldn't be collapsed usually, but Unwrap, Edit Normals, etc. should.
Hey Vig, nay that was my lowpoly in that screenshot, the cage is not shown in that screenshot, but it was fine, it encompassed it all.
On first sight not much good, as flipping them did exactly what it says, flipping. As strange as I think it is, baking them with flipped faces like this, eventhough the cage is half-ass backward yield almost perfect results. Got a new and old normal map screenshot in here to check out the difference.
Thanks for the help guys, I'd never could have find out without knowing that inverted faces trick. I'm really curious though why and how this would work the way it does, it goes against my nature to willingly create inwards normals and fubar cages.
*edit: just tested it, it does work somewhat ok, but it's inverted and it's missing the floating geo.
i'm sure that probably makes no fucking sense, but whatever.
i'm erik turner, and i approve of this message.