I'm trying to bake AO maps with mental ray but uv shells after test (final gather production quality) render have different brightness. Is that normal ?
2Olli: I'm using Maya 2012 mental ray 2Sandro: Could you explain in detail about final gather in the first place. And what is the name of super shader for AO ? I'm using an article of Paul Tosca for creating AO maps with mental ray.
Now I've solved my issue and everything fine:
Polycount Wiki is awsome ! Thanks a lot guys for the way you do it
Replies
2Sandro: Could you explain in detail about final gather in the first place. And what is the name of super shader for AO ? I'm using an article of Paul Tosca for creating AO maps with mental ray.
Now I've solved my issue and everything fine:
Polycount Wiki is awsome ! Thanks a lot guys for the way you do it
http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html