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File: 76 KB, 394x590, 2019-02-22_20-40-24.png [View same] [iqdb] [saucenao] [google]
668691 No.668691 [Reply] [Original]

I have this problem when baking AO in Blender. How can I fix it?

>> No.668694

>>668691
your textures might be too low in resolution or the uvs might be fucked up

>> No.668703
File: 89 KB, 690x450, 2019-02-22_21-48-07.png [View same] [iqdb] [saucenao] [google]
668703

>>668694
It's better on higher resolution but still there. Here's the UV. Maybe it's something with the settings?

>> No.668705

>>668691
By not using Blender for baking. Pretty much any other software is better for that.

>> No.668707

>>668705
Ah, I see.

>> No.668717

>>668707
Seriously, get a trial of Substance Painter or Designer and make it bake an AO map. You could probably get a similar result in Blender, but it will take a moronic amount of time dealing with ray and cage settings.

>> No.668719

>>668691
The two parts sharing UV space can do that. Especially because they aren't placed exactly the same way.

Also: there are question threads for this kind of stuff.

>> No.668727

>>668717
Thank you for the suggestion, I'll try it.
>>668719
I'll keep that in mind, thank you.

>> No.668732

>>668691
This only happens when geometry is clipping, check if the specific faces are connected. Otherwise you'd get this error in every software.

>>668705
LMAOing at your level of knowledge

>> No.668735

>>668732
>This only happens when geometry is clipping
It indeed is a little. Thanks a lot

>> No.668741

>>668691
>How can I fix it?
By going to the questions thread.

>> No.669100

>>668691
No idea what's happening in that scene, but do those cubes/trapezoids where the AO fuckup heppens have a face insideébehind?

>> No.669350
File: 742 KB, 2048x2048, Trims_AO.png [View same] [iqdb] [saucenao] [google]
669350

>>668691
It's because of the geometry clipping through. Either snap the vests to the surface it's penetrating and rebake, or go the lazy route and use the healing brush in PS to fix it, or duplicate the layer 4 times, remove the black between the islands in the top layer 4 layers in PS, and shift the bottom 4 layers by a pixel or two in each direction (Up/Down/Left/Right) to dupe it out the way you would with alpha transparency, or if your software has a dilate option, crank it to 1 or 2 pixels (making sure you have a gap between your islands) that will fix it for you.

>> No.669369

>>669350
>>668732
clipping doesnt do shit lol, AO is lighting information you dumbos

>> No.669398

>>669369
It matters during the baking process, retard.

>> No.669407
File: 255 KB, 1860x1259, settings.jpg [View same] [iqdb] [saucenao] [google]
669407

no lol, when you make bake lighting info into a color/diffuse map it will just darken the areas the object bleeds into like my pic. the reason it looks like shit in ops isnt because of bleeding its because the quality texture is too low IN THE VIEWPORT. i set my in 3ds max to b 2024 so now it views nicely, retard.

>> No.669408
File: 46 KB, 1162x913, 525resolution.jpg [View same] [iqdb] [saucenao] [google]
669408

>>669407
>>669398
and in this i set the resolution to the default and its exactly the same staircase effect op has.

>> No.669409

>>669408
>>669407
furthermore the resolution of the actual texture i baked is only 1024 not like ops >>668703

>> No.669413

>>669409
>>669407
no wait sorry its 2048

>> No.669422

Make sure blender isn't loading mipmaps, or at least generating them automatically when it creates its own images during the bake. Probably in the settings somewhere but they just moved a bunch of stuff around.

>> No.669571
File: 173 KB, 1490x927, clipping_texture.png [View same] [iqdb] [saucenao] [google]
669571

>>669407
That's a nice dark rim the clipping provided you with, faggot.

The reason why clipping gives you artifacts is because the clipping geometry behind the angle is obviously sampled as well and causes interpolation artifacts later on because your texels only roughly match the mesh edge/overlap.
Of course you can circumvent this by just using a higher res, but why waste memory when you can just use your brain and work accurately instead?

Try having a non-clipping geometry and set the texture padding to 4px, you could probably go as low as 256x256 without seeing anything wrong with the lightmap.

Settings in pic related were the same for both left and right (256x256,4px,64 AO samples), left one is with clipping, right one had the clipping removed.

>> No.669572
File: 142 KB, 1491x934, wireframes_clipping.png [View same] [iqdb] [saucenao] [google]
669572

>>669571

>> No.669573

>>669571
>>669572
>blender

>> No.669596
File: 1.25 MB, 2560x1361, Substance_Designer_2019-02-28_18-13-43.jpg [View same] [iqdb] [saucenao] [google]
669596

>>669571
>>669572
Blender: not even once.

>> No.669616

>>669596
Now try again for real AO by not setting a max distance.

>> No.669645

>>669616
>real ao
whats that lmao

>> No.669666

>>668703
Check your bias settings.

>> No.669667

>>669596
Looks more like dirt than AO here, desu.

>> No.669775

>>669667
How do people with as few brain cells as this successfully learn English or type on a keyboard?