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Ambient oclusion and Normals


Spinell
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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.

 

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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.

 

help me.png

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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 :P 

Anyhow its easier to multiply it into the new texture if you bake a normalized map

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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.

xuv.png

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