I have this problem when baking AO in Blender. How can I fix it?
>>668691your textures might be too low in resolution or the uvs might be fucked up
>>668694It's better on higher resolution but still there. Here's the UV. Maybe it's something with the settings?
>>668691By not using Blender for baking. Pretty much any other software is better for that.
>>668705Ah, I see.
>>668707Seriously, 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.
>>668691The 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.
>>668717Thank you for the suggestion, I'll try it.>>668719I'll keep that in mind, thank you.
>>668691This only happens when geometry is clipping, check if the specific faces are connected. Otherwise you'd get this error in every software.>>668705LMAOing at your level of knowledge
>>668732>This only happens when geometry is clippingIt indeed is a little. Thanks a lot
>>668691>How can I fix it?By going to the questions thread.
>>668691No idea what's happening in that scene, but do those cubes/trapezoids where the AO fuckup heppens have a face insideébehind?
>>668691It'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.
>>669350>>668732clipping doesnt do shit lol, AO is lighting information you dumbos
>>669369It matters during the baking process, retard.
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.
>>669407>>669398and in this i set the resolution to the default and its exactly the same staircase effect op has.
>>669408>>669407furthermore the resolution of the actual texture i baked is only 1024 not like ops >>668703
>>669409>>669407no wait sorry its 2048
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.
>>669407That'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.
>>669571
>>669571>>669572>blender
>>669571>>669572Blender: not even once.
>>669596Now try again for real AO by not setting a max distance.
>>669616>real aowhats that lmao
>>668703Check your bias settings.
>>669596Looks more like dirt than AO here, desu.
>>669667How do people with as few brain cells as this successfully learn English or type on a keyboard?