Maybe preventing specific objects from casting shadows onto themselves could be a fix in a way that doesn't create any other noticeable issues. And the AO map would then compensate for the areas that will be getting less shadows as a result. Disabling Mesh > Cast Shadows does this, but that option also prevents the mesh…
Merely an additional workflow snippet thought worthwhile sharing. I'd previously bookmarked an interesting example when searching for a possible workaround, that I could cope with which involved baking non contiguous grouped HS meshes, via Painter mitigating self occlusion cast by floating geometry in object space, as…
I feel like my recent topology (hands) is suffering from this new found knowlege of shadow bias being a thing. Seemingly no retopology approaches I use that aren't getting to high poly, prevent the shadows from messing up when ray traced. I've also found that triangulating quads properly beforehand can help in some…