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Old 05-04-2007, 11:41 PM   #25 (permalink)
digital-boy
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Quote:
Originally Posted by kratos
Hmm no luck .. when I bake the AO (Ambient Occlusion) to texture all i get is a black map .. I made sure there was no overlaying textures and set the environment background color was set white . Global lighting level to zero.

In material slot .. gave the object a white diffuse color and added the Ambient occlusion shader to the reflection slot with a sampling of 16.

Then did a render to texture, told max to use existing unwrap, a complete map to be rendered into the diffuse slot, size of 512, output into source and then render .. but all i get is a black map .. can anyone help ? Thanks in advance
The way I do an AO pass in max is assign a standard shader>change its colour to white> environment to white>turn on light tracer>choose scanline as renderer>render to texture as a diffuse map>if you want higher quality change rays/sample to 500, filter size 2, bounces 1, initial sample spacing to 4x4 or 8x8 in the light tracer options. I always got better results that way rather than the MR/AO shader method. The black maps are annoying, god knows why that happens, just click the disc icon in the upper corner to save your map when rendered.

*edit* forgot to say the only light that should be in your scene is a skylight

Last edited by digital-boy; 09-04-2007 at 11:31 AM.
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