I've been bashing my head against the wall trying to figure out what it is that I'm doing wrong. I'm trying to bake out some AO for a lo-poly character and I always get a faceted result, like I have all my edges set to hard edges (no smoothing groups).
I've done this a tonne of times in the past with far less dense mesh and have gotten a smooth result. I've experienced this a few times before, but for the life of me I can't remember what I did to solve the issue.
Instead of typing out my process, it's pretty much the same
as this.
I'm using Maya 2008 SP1 64-bit
Things I've tried:
- new scene
- default Maya settings
- various settings based on AO tutes I found online
- new mesh (standard primatives - sphere and plane)
- unlocking normals
- conforming normals
- re-smoothing the mesh
If anyone has encountered this before and has a solution, I'd be forever in your debt. If I'm imagining that you can get a smooth result from a lo-poly mesh and just think I remember getting smooth results, then let me know as well.
Here's an example of what I mean by faceted results:
Thanks.
Replies
Good luck.
1. Create lambert shader set colour to white.
2. Create mib_amb_occlude node from mental ray nodes
3. Plug mib_amb_occlude node into ambient colour of lambert.
4. Mental ray batch bake light and colour.
5. Also if your spread is set higher than 1.0 you will get faceted ao as it will probably start occluding back on itself depending on your model.
Mop's answer is a good suggestion. I've recently done a lot of exploration of maya's ao baker it is fucking uselessly slow. Xnormal's gives the same results in a fraction of the time, althought he interface is completely overwelming for the first 10 minutes. Maya 2048 map over night, xnormal 2048 map about 15min.