Hi, I am trying to figure out and understant a full hipoly bake pipeline in Maya (Using Maya 2009 and the Transfer Map tool), I am okay with the normal map bake, the heightmap, but for the Ambiant Occlusion I can't get any good results.
I have something that looks like working, but the bake keeps reaching other faces in their back. I tried 10000 times with different settings, but i am not getting anywhere.
The only setting really making a difference is the Occlusion Max Distance, it lowers the issue but render less and less occlusion if I lower it.
Some pictures:
Here is a part of the model:
![06d673ca5b34e5b0d114304fcf191.jpg](http://uppix.net/d/c/d/06d673ca5b34e5b0d114304fcf191.jpg)
In here how is baked the front surface:
![b0d93b249b468ef27bb754fe08095.jpg](http://uppix.net/5/1/3/b0d93b249b468ef27bb754fe08095.jpg)
Here are the settings
![20e234fe63ba91e6eda65f007dc4dt.jpg](http://uppix.net/5/e/a/20e234fe63ba91e6eda65f007dc4dt.jpg)
I tried with envelope mode, "both", with different search envelope, with different Search Method and Max search depth, with all the possibles settings in the MentalRay Common Output.
If I lower the Occlusion Max Distance, as intended the faces in the back are not baked anymore, but the whole map is getting completely white.
I don't know what else to do.
Replies
Best bet is to go with xnormal
By any chances, did anyone try it in Maya 2012 ? Maybe it has been updated ?
If the AO transfer map feature indeed is broken, could you not use the Polygon Toolset > Color > Batch Bake (bake override and set to Occlusion) to bake AO on your higpoly. Then map the newly created AO texture on a shaders color channel and use the Diffuse transfer map feature to transfer this data from the HP to the LP? You might need to fiddle with the material settings to get it full bright.
Otherwise, does XNormal do a good job with you are looking for? If I'm not mistaking, I think it has that functionality.
A third option could be to use Batch Bake and bake your AO results to the HPs vertices, then export that as a SBM (XNormal native format, can store Vertex Colors). Then finally use the Vertex Colors transfer functionality in XNormal to get the data from the HP to the LP.
AO in Maya works, it's just not always so good, I've used it many times with success. But I'd also recommend using xNormal as well
i've tried countless times and wasted many hours of rendering only to get solid white or grainy distorted bakes. If it is possible i'd like to know more, personnaly i'm not a huge fan of xnormal, not because it isnt a good program, i just like to use as few tools as possible.
This tutorial is pretty old, but I remembered it filled in holes in what I knew at the time. It's less straightforward than using Transfer Maps, and I honestly don't remember if one is better over the other.
For graininess, it's mostly a matter of more rays/samples. I've never had one come out 100% perfect in that aspect, there's usually some postwork in Photoshop. Also, use some Antialiasing in the mental ray render options.
For distorted bakes, that's more model specific; uv layout, overlapping geometry, etc.
I can make a video demo if there is any confusion.
Since we are talking about getting AO details from the highpoly to the lowpoly's UVs.
In Transfer Maps you can bake the highpoly diffuse color to a lowpoly, but I'm not sure if it works with vertex color. If it doesn't then a potential workaround is that you just do a quick automatic map on the highpoly and do the whole vertex color to texture thing and then bake the diffuse with the AO texture applied to the highpoly. It's a bit of a hurdle so it might not be worth it though. A real AO bake will make more accurate detail. The advantage of the vertex method is that it's lightning fast, and if your engine can import vertex color it could save you a lot of resources.
I was just mentioning the vertex color method as it can give you pretty good and cheap results, and not a lot of people know of it.