Hi.
I have been trying to render my AO maps using the max RTT dialog but keep coming up against the problem displayed below.
When rendering the faces that are the same on the high and low polly get terrible ray miss errors. The only way i can fix this problem is by moving the high away from the low polly.
Is there a way i can get these maps to render without doing this fix or do i always have to model outside the low polly when baking AO in max?
A little about the render set-up:
- AO matt on the high only.
- Rendering at 2048X2048
- Default matt on the low polly.
- View-port lighting used.
![rttdialog.png](http://img156.imageshack.us/img156/1113/rttdialog.png)
![artifacts.png](http://img257.imageshack.us/img257/5209/artifacts.png)
Thanks for the help in advance, if you would like an more info just holla and i will give it ASAP.
Paul
Replies
It would help to see the objects in the viewport with the cage turned on, preferably with shaded turned on in the cage settings.
Right click on your low poly object, open object properties and turn off cast shadows or renderable (I forget which). IF that doesn't work, go into element mode of your low poly hide all and then bake.
Also if you're rendering in mental ray you don't need to apply the AO material. Just use the RTT MentalRayAO output element.
I think the problem is the faces being in exactly the same world space so i am getting Zfighting / Clipping errors. I thought there would be a way around this problem but i suspect that i will just have to apply a push to my high polly.
In the Cage modifier itself there is a "push" slider, turn that up a little.
Select your low poly
Go down into edit poly either polygon or element mode and hide all
Then click back on the projection modifier so now only the cage and your high poly are visible in the viewport
Bake and see what you get, its a pretty common problem with Max and MR/AO.
Thanks all of you for your help.
EDIT: Hiding the faces worked perfectly.
That's a cool trick. Thanks!