Spinell Posted April 30, 2014 Share Posted April 30, 2014 Hello everyone. I thknk I might be having some problems with normals? I'm trying to bake ambient oclusion onto my mesh and some parts of it get a strange grainny effect. Also, the effect isn't confined to one full face of the mesh, it goes through (as if painted on). Not sure what this is. Link to comment Share on other sites More sharing options...
Spinell Posted April 30, 2014 Author Share Posted April 30, 2014 Hello everyone. I thknk I might be having some problems with normals? I'm trying to bake ambient oclusion onto my mesh and some parts of it get a strange grainny effect. Also, the effect isn't confined to one full face of the mesh, it goes through (as if painted on). Not sure what this is. Link to comment Share on other sites More sharing options...
MIstahMoose Posted April 30, 2014 Share Posted April 30, 2014 Not a normals problem Do you have overlaping UVs in that area of the unwrap? 1 Link to comment Share on other sites More sharing options...
Spinell Posted April 30, 2014 Author Share Posted April 30, 2014 Ah! Thanks for the tip. Fixed. ^.^ Link to comment Share on other sites More sharing options...
Dora Gustafson Posted April 30, 2014 Share Posted April 30, 2014 I am not sure what grains you are referring to but if you increase Samples, used to create the AO you will get finer shades It will cost you computer time, but it is only a one time expense :smileysurprised::smileyvery-happy: 1 Link to comment Share on other sites More sharing options...
MIstahMoose Posted April 30, 2014 Share Posted April 30, 2014 Looks like you have a high enough sample, but you can check normalize under bake and it will make it all a lot more white.. I don't know how else to explain it Anyhow its easier to multiply it into the new texture if you bake a normalized map Link to comment Share on other sites More sharing options...
Drongle McMahon Posted May 1, 2014 Share Posted May 1, 2014 I also see in your pictures a sortb of banding effect that looks like a problem with the UV map. When two edge loops get placed on topm of each other in the UV map. then the surface between them gets textured with a single pixel at each point that is stretched to a horizontal/vertical line. here's an example of a cylinder, with the left hand one having the usual UV map (top) and the right hand one having two sets of edge loops superimposed with a small gap between, as shown in the lower UV map. The dotted lines show how the loops were moved. Used just a cloud texture to illustrate the effect. Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now