Quote:
Originally Posted by digital-boy
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
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If you're going to do that, don't bake out the diffuse with a white material, bake out the lighting map. This way you can bake out a useful diffuse map instead.