I know. I setup it to even 16 samples min Mitchell, and I'm not really satisfied with reults, especially compared to baking time. I really need to get here as close to photo as possible.
Mitchell is one of the most eating pixels filtering option's.
Swittch off AA and render it in super-uber-extra res like 2000< and then just scale down the image in ps.
Are you using Mental Ray? It fudges up edge padding like nobody's business, it also messes up the background color of normal maps. It's total garbage makes the results unusable, at least in Max2011-12.
You actually need proper edge padding, especially for games where the textures mip-map which is most games.
I personally use Scanline rendering for all baking now. For a while I used xNormal but using another app was a pain in the ass. To bake AO I use a light dome with a white material applied to the object and render out a complete map with shadows turned on in RTT. All other maps bake as normal.
Thanks for everyone. Yes I using MR. I fixed issue by baking 4k texture, and resizing it to 1k (which I need). But I will try Scanline. @Mark link to Edgde Padding do not work.
But I'm sure it won't be a problem in my case as I repack textures in Photoshop anyway.
Here try these links instead. And yep I forgot to mention the dilation filter that comes with installing xNormal. I'll have to give mLichy's link a try too.
I also forgot to mention that to start my textures I render a UV template from the UVW Editor window then run it through a pre-recorded photoshop action. This allows me to select all of the UV islands easily and the action sets up folders and layers that I drop the bakes into.
Are you using Mental Ray? It fudges up edge padding like nobody's business, it also messes up the background color of normal maps. It's total garbage makes the results unusable, at least in Max2011-12.
To avoid this bad padding you need to bake your AO and normal maps separately. First - bake Ao, then delete it from output in the render to texture dialog and add the normal map to bake. I dont know how) but it fix the problem. I killed a lot of time trying to bake correct padding in 4096 textures with Mental Ray in 3ds max 2013... Grrr
Replies
Swittch off AA and render it in super-uber-extra res like 2000< and then just scale down the image in ps.
You actually need proper edge padding, especially for games where the textures mip-map which is most games.
I personally use Scanline rendering for all baking now. For a while I used xNormal but using another app was a pain in the ass. To bake AO I use a light dome with a white material applied to the object and render out a complete map with shadows turned on in RTT. All other maps bake as normal.
http://www.flamingpear.com/download.html
It's in the Free Plugins - It's a Filter called Solidify B
@Mark link to Edgde Padding do not work.
But I'm sure it won't be a problem in my case as I repack textures in Photoshop anyway.
http://wiki.polycount.com/MipMap
Here try these links instead. And yep I forgot to mention the dilation filter that comes with installing xNormal. I'll have to give mLichy's link a try too.
I also forgot to mention that to start my textures I render a UV template from the UVW Editor window then run it through a pre-recorded photoshop action. This allows me to select all of the UV islands easily and the action sets up folders and layers that I drop the bakes into.
http://www.polycount.com/forum/showthread.php?t=80947&page=3