How do people deal with floating geometry when baking with xNormal? Baking normalmaps is no problem of course, but how do you solve the shadows behind the floaters when you bake AO or cavity? I usually try to stay away from floaters but the few times I've used them I've had to bake two sets of textures (one set with…
it usually is triggered by the 3dsmax renderer and not something that can be accessed manually. If you can't see it maybe it is because it is covered by another floater or window?