Why would you float geometry that is supposed to be providing you with cavity/intersection shading. that makes no sense. If its supposed to be providing an indent then float it. if not just mate it with the surface.
not necessarily floating geometry. heres an example. you have geometry floating 1 unit above your mesh. if you set the max distance to 1, will the AO cut off at 1 for the entire mesh? even if you have other pieces of the mesh (not necessarily floating) that create AO with a distance further than 1.
well my main dispute was not with the floating geometry, being that was what i had advised you to do originally.. my major dispute was with the floating planes you used to clean up your modeling errors.
Ok, so there has been some disagreement between myself and a friend of mine *cough* oniram *cough* as to a technique I used to create a normal map. The technique I used is to add floating pieces. I had seen this be extremely effective on other normal maps so I figured, "why wouldn't it work with bigger objects?" because in…
actually, oniram showed me a cooltrick by using scanline with light tracer(default settings). under the render setup you set filter to catmul-rom and enable global supersampling with hammersley at 1.0 quality. then set you apply a white material to the high poly and boom, eliminates the wierd AO errors with floating…