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Baking AO map takes in account directional light probably
Material Maker version:
OS/device including version:
Win 10, GTX 1050
Issue description:
When baking AO map, there is some kind of direction taken into account, so on one side there's not any AO and on the other side there is some kind of cast shadow.
Baking setup: ray count: 64 ray lenght: 128 denoise radius: 3
Steps to reproduce: In the following video I've baked 2 AO maps using the same meshes, except one of them was turned 90 degree along vertical axis. https://youtu.be/sDqzOLX863c
I'll take a look at it. Ok, so upon inspection of the code, my hypothesis is that there is a bias in the ray generation that I'm not aware of. I currently do not have my computer now, but as soon as I do, I'll test and see if that's the problem. @Tar0x Could you send the meshes you used to generate the AO maps?
Sure, here are the meshes (I've added also those baked AO maps). https://mega.nz/file/Z1Uz3QBB#i3G_W1fCNnylYeIx5FMIENPQ7SUobVZ8A0g4lyjoXaU This is not problem only for this model. I've had also the same problem on a different mesh, but it was rotated "correcly", so the shadow seemed natural to me :) @SIsilicon