Im having a problem where Maya is rending out the shadows base on the trianglation of my model. I can go into photoshot and blur them out but this seems to be very inefficant. Anyone no a better soluation.
It shouldn't matter whether or not the model is triangulated if the normals are correct on them. I am generating maps right now on triangulated maps without any issues
Is that piece of geo sharing the same UV space as another identical piece, say on the opposite side of the model? When baking information Maya has a tendancy to give a nice triangle down the middle of a UV'd face, because it has 50/50 information from each side of the mesh, and just merges them as best as it can. If you have shared UV space, delete say the half of the mesh that is sharing the space then bake the AO, which should solve this problem. However, the AO will be weird for the opposite side unless if it is identical and looks right of course.
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I might be able to help if I saw what you mean.
Its casting a shadow on tranglation. There is no cut there on the model