I was able to generate an AO map that conforms to my UVs, however there are areas in the image that seem to have artifacts.
The UV's look something like this:
When it's rendered it looks something like this (camera is inside mesh at 0,0,0):
Camera is outside mesh, looking at it:
In both shots, there are square chunks in the rear view (the lower left corner) that don't seem to correspond to anything. I don't know why they show up, or how to get rid of them.
artifacts from AO baking
5950 6 1- jimc
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- wolfwood
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If you are using the Occlusion Material to bake out your occlusion pass make sure you go into the VOPnet and wire in N into the Occlusion VOP's N input. If you don't it defaults to normalize(frontface(N, I)) which results in view dependent shading. Unless you are trying to do something sneaky view dependent shading is bad when doing texture baking.
if(coffees<2,round(float),float)
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Wolfwood
If you are using the Occlusion Material
Is this what you're referring to?
http://www.sidefx.com/docs/houdini10.0/gallery/shop/material/occlusion_displacement [sidefx.com]
Cheers
Jim
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jimcWolfwood
If you are using the Occlusion Material
Is this what you're referring to?
http://www.sidefx.com/docs/houdini10.0/gallery/shop/material/occlusion_displacement [sidefx.com]
Cheers
Jim
Maybe? You tell me, how are you rendering occlusion? What shader are you using? Since you say you aren't using any shader I suspect you using the gilight shader, correct?
Primitive normals might also be reversed.
Edited by - Dec. 30, 2009 13:50:32
if(coffees<2,round(float),float)
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