Hey guys, I'm finally buckling down and going a little more in depth with baking a high polys normal map onto a low, and although i've learned quite a bit, I still have miles to go. One problem that seems to be quite persistent with me is rays missed. I checked my cage over and over, I double checked my smoothing groups, etc, etc, but i'm STILL missing rays every time I bake a normal. And sometimes it's pretty extreme. I can't seem to find any good answers as to what's going on, and these forums have never steered me wrong so i'm hoping someone can steer me in the right direction.
http://s647.photobucket.com/albums/uu192/gannonroader/?action=view¤t=normal_mess.jpg&newest=1
Here's a look at the normal map. I know alot of you are going to say my cage isn't pushed out enough, but I checked at least 10 times, and adjusted and shifted it all about, but i'm still getting these missed rays. I'd love to hear some theories as to what's going on so I can move forward with this exercise.
Replies
***UPDATE****
That didn't work. Normals are all facing the right way.
Also tried "cap holes" to make sure there wasn't some funk going on where it was casting rays maybe through the deleted faces in the back. Still no change.
totally unrelated edit: I see photobucket now has a little service that auto-links images to products. I could get a coffee mug with your image there!
The normal modifier doesn't unify normals it only reverses every face, so what was flipped is correct, but what was correct is now flipped.
Once you find the flipped faces you go into edit poly > polygon model and use "flip".
If it isn't flipped faces it could be control cage, try resetting it and pushing it back out (using the options in the projection cage's modifier). Or it could be the ray depth is too shallow if you aren't using the cage.
Oh, I should also mention i'm using max, and the cage looks pretty sweet. I really can't see any problems.