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Ambient Occlusion Issue - Help/Suggestions Please?

polycounter lvl 19
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greenj2 polycounter lvl 19
Hey all,

I'm currently trying to wrap my head around some AO-related strangeness. Any insight would be appreciated.

The situation is that I'm using an engine resolution mesh (8k tris, ample geometry) with a nice high-res normal map applied to bake an ambient occlusion map. The strangeness occurs in the outputted AO map; all the tasty normal map details come though fine, but I'm also getting some harsh normal/shading details from the engine-resolution mesh.

eg:tjbodyshadowsmap02.jpg

What I'd like to know is, is this just par for the course when rendering AO from an engine-res mesh with a normal map applied? Are there any tricks to getting around it?

Thanks for your time,


_J

PS- I'm using 3ds Max 2011 for the AO rendering. Standard 'Skylight' light for casting shadows. Default scanline renderer.

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