yo!
sometimes when i bake an AO map from my high poly model down to my low in 3DS Max, I get these big black areas of error where the two meshes are intersecting each other. The parts of the high poly that stick through my low poly mesh end up being mapped correctly by the AO, but any parts of the mesh that fall within the inside of the low poly mesh dont recieve any lighting information.
I've only seen this sometimes. I've had many successful AO bakes where this never occurred, whether or not the two meshes intersected each other or not - so I'm assuming that there's a checkbox somewhere that I need to track down and that someone on here will know exactly what setting that is.
Any idears?
Replies
As far as he knows it was doing a scanline render, but there was a thing that was happening before the render began... a popup window showed up with a progress bar. The windows was called "Raytrace Engine Setup"... the two progress bars were labeled "Total Progress" and "subdividing array" ... I don't recall ever seeing those bars show up when I did AO bakes..
Perhaps he accidentally turn on Raytrace or something? Thus causing the AO errors?
I did find a funny workaround though, which was assigning a 0% opacity material to the low poly :P
The Raytrace Engine Setup window does indeed appear when the scanline hits a raytrace tag. The scanline doesn't do shader AO, but there are a lot of AO type hacks involving a skylight or a sky dome rig. Perhaps he was using one of those and calling it AO?
I'm sure the workarounds posted also work. Just saying.... this isn't an "oh I made a mistake somewhere" kinda problem, just something went wrong along the line with the object that can only be fixed by collapsing and killing that bad data. :P