Did you adjust the number of rays per sample on the skylight? I usually just use scanline, but the same settings apply for mental ray, I think. 20 (the default) can be a little grainy, esp. when you're baking in a bucket. I usually do test bakes ~10 and up to 30+ for final depending on size and time allotted to the bake.
Yes, that's what I'm suggesting :) I'd say the rays cast from the cage inwards and wherever they don't hit the highpoly geo on the same side (hairs), they continue to the other side (unless ray distance is limited). Currently can't test this myself. As I wrote, for testing one could bake with hair just on one side, to…
Which version are you using? So you set the cage and enable use-cage and it doesn't use the cage? No matter which model you bake? In this case you have a very special substance painter installer. Regarding ray distances: They are relative to the bounding box. So if you bake just one piece the bounding box is probably…
Oh wow, I wasn't aware that unreal had ray marching. This looks very interesting to say the least. I was trying to replicate the cloud system of Horizon: Zero Dawn described…
Yes I when I realized the problem it made perfect sense to me, because the object was scaled the ray was going straight until it bent outwards when it went for the cage or other way around in Xnormal I guess, this was causing the normals to be skewed and distorted. The cage needs to be the same as the low poly planes in…
no no. i have the diffuse slot with an ambient occlusion material (the first one on the top of the list with mental ray) and self illum set to 100. then i put that as a process overlay so it gets applied to everything. one of the methods described here: Method 3:…
Hello, I am almost finished with my vinyl jukebox. Although I would like to add more details I need to move on other projects. I started laying out some basic textures now.
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I am trying to set up a scene where I get a depth of field pass on a box, and the result is everything is blurry. The scene contains 4 photometric lights and a camera, with a plane as a backdrop. I've been rendering with mental ray, and set up the multipass effect for the mental ray depth of field. Looked through autodesks…
Hello, I have done my lowpoly and HightPoly crate and now I'm starting to bake this with Xnormal, but I have some troubles -___- for the top of my crate I have some acute angles...:( I trie to use the cage projection, change the maximum frintal ray distance,Maximum rear ray distance... it really dont work and I dont know…