I'm working on a quite basic seating bench in 3ds Max. I have created a high poly with some subdivision and floating surface details, similar to the cg-tuts
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/next-gen-weapon-creation-day-1-the-high-poly-model/ tutorial process.
I have now exploded the high and low models so I can do a normal bake and complete map for AO. I set it up as in the 3rd video (at least I thought I'd followed it correctly) but when I bake I have a problem.
The normal map is fine, but the complete map renders completely black, sometimes with some small areas of red from the missed ray check. I'm trying to work out the cause but don't have enough experience.
I have a skylight in the scene, the project seems to be working based on the the normal map and the light tracer etc is enabled. Is there anything obvious that would cause a black complete map. Not I tried using the lightmap also with similar results, so almost as if no lights in the scene.
Replies
Not sure how it got changed though.
Thanks for your suggestion anyway.
Black Rendering sounds like missing normals. You might get this if you've baked a normal map, that map is applied to your high poly mesh (baking likes to assign the maps to slots), and the high poly mesh doesn't have UV's. Then when it renders, it tries to look up the lighting info from the Normal Map, (which it can't, because the high poly doesn't have UV's), and errors with black. A simple test for this would be a render, though; does a render of your high poly look the same now as it did before the normal bake? If THAT is black too, something is wrong.
Alternatively, can you render a complete map without the Light Tracer? If THAT works, but it's messed up with Light Tracer turned on, then you'll know your problem is something with the light tracer itself, rather than projection, materials, etc. Not a definitive answer, but it'd help narrow in on the cause.