So do you use an actual mental ray shader with ambient occlusion in the surface slot to render your ambient occlusion map? I've never needed to use a material to render an ambient occlusion map using render to texture. Do you apply the material to the lowpoly or the highpoly? I've tried to render an ambient occlusion map…
Render to texture works fine in Mental Ray. when you have it set as your default renderer, an ambient occlusion map(MR) is added to the types of maps you can render out as. I'm pretty sure you must have tried resetting xforms/checking your normals, right?
as it stands you cant use MR to render AO on a projected model, you have to use skylight + advanced lighting and output a lighting pass using max's scanline renderer instead of MR
This is a new one that cropped up today and is killing me. I need to render ambient occlusion using render to texture. No problem so far. Ive done this a lot before so I know the steps. Weirdly, my results today show black wherever the low res model intersects the high (?????!!!!) This would mean that mental ray is now…
->Toomas-Jaco - you right 1-When bake Ambient Occlusion with mental Ray Occlusion shader for light(NOT Global Illum. like lightracer do, ITS DIFFERENT Things) in objects properties of your low-poly UNCHECK in Render control all radio buttons exclude Renderable(if ucheck- bake to texture will fall everytime) Your low-poly…
I have to say I generate my AO maps using a skylight and light tracer as well. I seem to vaguely remember having the same problem with rendering AO maps with mental ray myself as well.
yeah the push amount always gets back to 0, but it is applied nonetheless. Just be sure that the cage enveloppes totaly your highpoly. You can activate shaded in the projection modifier to see it more clearly. The other issue is about MR taking the lowpoly in account while rendering. The options are in the object…
i know this is really old, but i had the same problem and finaly got the answer to the problem... the key is that the cage can not be reset. it needs a value over 0. OR you could use an offset in the optons setup of the "render to texture" dialog. here is a nice tutorial:…