This looks like the case of per-point normals (or shared normals on vertices) on low-poly object. The baking ray directions are based on the surface normals, so when they're interpolated and changing across face, you may see distortions like this.
You can apply per-vertex normals on your low-poly object (eg Normal SOP with low cusp angle) to avoid such issues.
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Houdini Indie and Apprentice » Orthographic Bake
- dlee
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