So, I don't work too much with high poly/normal mapped stuff at work, but this one project I've made a high poly model and a low poly to project for the maps.
Right now I'm having trouble rendering to texture an Ambient Occlusion from the High Poly to the Low Poly.
Here's the problem...
http://www.marklemmons.com/files/stryker_ao_02.jpg
I know the red is the cage clipping, I have no problem with that part, I can fix that... But those black triangle areas on the right (and all up on the left) are where the low poly model is clipping through the high poly model.
I have "Use Cage" checked and "Include Working Model" unchecked, yet it's still 'seeing' it?
Is there a way to hide the low poly model and yet still render from it? Either I figure this out or it's a lot of clean up for me tonight in photoshop
Replies
Eraserhead - I forgot to bring the file home with me to work on, but I'll try all that out tomorrow and post again if it works.
gamedev - I am most definitely sure my UVs are current. The Normal map was decent, just cage issues that I passed off without fixing because we may not be using normal maps anyway (red areas). They were not the same mistakes that are the black areas on the AO though.
I'll assume you use max and mental ray ?
The triangles are usually caused from texture padding around render to texture dialogue - especially around floating geometry.
You can still render from highpoly if you use the "render hidden geometry" in render preferences - however don't use this if you're baking with finalRender, as this causes errors.
If problematic areas show fine in your normalmap, you can rule out it being bad highpoly, however sometimes the highpoly will have bad geometry and you'll see both in normalmap and AO.
Also if you have meshes seperated for baking (so they don't collide during baking, and lead to a clean bake),, make note of the max distance of AO rays (usually should be as big as the cage offset), that way you won't have the problem of meshes accidently casting AO on each other.
The problem is caused by your lowpoly casting a shadow on the highpoly, and then this getting baked out on the texture.
http://boards.polycount.net/showthread.php?t=57449
Only had the issue with mental ray AO, normals etc baked fine.
this is assuming your using max.
I figured you'd have to hide the geo somehow, just didn't know how. But an Edit Poly on top worked. Weird stuff. And yeah, I'm using Max 9 32bit - SP2 with all hotfixes by the way.