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Max render to texture lighting map bug

  • Zeta
  • April 15, 2008 at 1:52 PM
  • Zeta
    • April 15, 2008 at 1:52 PM
    • #1

    After to searching for a way to quickly bake lighting on my models a friend of mine eventually wrote me a quick script that creates AO maps simply, which works great. However, sometimes doing rendertotexture > lighting map produces a nicer render, or one with more definition in it, so i sometimes render out a lighting map as well. I seem to run into a problem everytime i do this though - lighting data seems to always be missing or less defined on one part of the render than on the rest, producing an inadequate final output.

    Here is an example:

    [Blocked Image: http://i32.tinypic.com/20jpzeq.png]

    You can see that there is a single skylight in the scene, centered and placed directly above the mesh. 80% of the output on the map looks great, exactly what i wanted, but some of it seems just not be receiving the same lighting as the rest. You can see this clearly on the left portion of the top of the dome - the shadows in the recesses abruptly change to a lighter tone.

    Does anyone have any clues as to how to stop this from happening?

    cheers

  • -HP-
    • April 16, 2008 at 9:23 PM
    • #2

    Maybe increase the samples / rays, and decrease the distance / scale of the AO generator, don't you have any settings to mess with on that plugin?

    I use XSI, and generate my AO's on it as well, so I can't be of much help.

  • Wunderboy
    • April 17, 2008 at 10:42 PM
    • #3

    It can sometimes be down to your UV map and not having vertices welded together.

  • Buddy
    • April 23, 2008 at 4:02 PM
    • #4

    Yeah what Wunderboy said.

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