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Post by itisntworking on Jun 8, 2015 21:24:32 GMT -6
Hi Guys Im wondering what you guys use for settings when it comes to baking the ambient occlusion in blender.. What do you have your factor level set at? do you add lighting or no lighting and if what kind, or do you try to light up the whole mod? What do you set your anti-aliasing to? What about your color depth? Or compression? What do you set the color settings at when applying it to an object? Or are there other settings that im missing make things look better?
Thanks
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Post by SRSMDS on Jun 8, 2015 21:51:18 GMT -6
Hi Guys Im wondering what you guys use for settings when it comes to baking the ambient occlusion in blender.. What do you have your factor level set at? do you add lighting or no lighting and if what kind, or do you try to light up the whole mod? What do you set your anti-aliasing to? What about your color depth? Or compression? What do you set the color settings at when applying it to an object? Or are there other settings that im missing make things look better? Thanks Aren't you working on the Meridians? Cool! Yes, for baking, I use a two-step process. You cannot bake in colors consistently because something about AO and colors changes the hue. So instead, I apply a white material (HEX: FFFFFF, intensity 1.0000), and bake white. Then I bake the color as a texture (bake texture instead of ambient occlusion), and finally, I bake the two together using two textures, and setting the blend on both to multiply. To bake the third texture, you have to put the model in edit mode, and create an additional texture, or it will give errors. I use a factor of 2 mostly, environment lighting on, and 20-25 samples for the final bake. Do a test bake with like 4 samples to look for black spots and to see if the dark parts are too dark. If they are, turn your falloff up until you find a value that works. The highest I've had falloff on was 10, but you shouldn't need that in most cases. I don't do anything with anti-aliasing or the other things you mentioned, but checking normalized next to baking ambient occlusion is never a bad idea. Let me know if this helps.
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Post by itisntworking on Jun 9, 2015 11:20:23 GMT -6
Hi Guys Im wondering what you guys use for settings when it comes to baking the ambient occlusion in blender.. What do you have your factor level set at? do you add lighting or no lighting and if what kind, or do you try to light up the whole mod? What do you set your anti-aliasing to? What about your color depth? Or compression? What do you set the color settings at when applying it to an object? Or are there other settings that im missing make things look better? Thanks Aren't you working on the Meridians? Cool! Yes, for baking, I use a two-step process. You cannot bake in colors consistently because something about AO and colors changes the hue. So instead, I apply a white material (HEX: FFFFFF, intensity 1.0000), and bake white. Then I bake the color as a texture (bake texture instead of ambient occlusion), and finally, I bake the two together using two textures, and setting the blend on both to multiply. To bake the third texture, you have to put the model in edit mode, and create an additional texture, or it will give errors. I use a factor of 2 mostly, environment lighting on, and 20-25 samples for the final bake. Do a test bake with like 4 samples to look for black spots and to see if the dark parts are too dark. If they are, turn your falloff up until you find a value that works. The highest I've had falloff on was 10, but you shouldn't need that in most cases. I don't do anything with anti-aliasing or the other things you mentioned, but checking normalized next to baking ambient occlusion is never a bad idea. Let me know if this helps. Yup thats me, thanks for the reply, cuz the way i did it just dosnt get me the look that im after.or a good look in any case. I Shall give this a go and get back to you.
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Post by itisntworking on Jun 9, 2015 14:47:56 GMT -6
But got a question, how do you bake the texture and AO together,or is the AO classified as a shading under the influence tab?
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Post by SRSMDS on Jun 9, 2015 19:51:36 GMT -6
Aren't you working on the Meridians? Cool! Yes, for baking, I use a two-step process. You cannot bake in colors consistently because something about AO and colors changes the hue. So instead, I apply a white material (HEX: FFFFFF, intensity 1.0000), and bake white. Then I bake the color as a texture (bake texture instead of ambient occlusion), and finally, I bake the two together using two textures, and setting the blend on both to multiply. To bake the third texture, you have to put the model in edit mode, and create an additional texture, or it will give errors. I use a factor of 2 mostly, environment lighting on, and 20-25 samples for the final bake. Do a test bake with like 4 samples to look for black spots and to see if the dark parts are too dark. If they are, turn your falloff up until you find a value that works. The highest I've had falloff on was 10, but you shouldn't need that in most cases. I don't do anything with anti-aliasing or the other things you mentioned, but checking normalized next to baking ambient occlusion is never a bad idea. Let me know if this helps. Yup thats me, thanks for the reply, cuz the way i did it just dosnt get me the look that im after.or a good look in any case. I Shall give this a go and get back to you. But got a question, how do you bake the texture and AO together,or is the AO classified as a shading under the influence tab? But got a question, how do you bake the texture and AO together,or is the AO classified as a shading under the influence tab? Add a texture to your material for the AO, then add another texture on the same material for the color, set both to multiply on the blend type on the texture tab, create a new image, and bake textures instead of ambient occlusion.
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Post by itisntworking on Jun 9, 2015 22:42:09 GMT -6
Thanks, Yes i did figure it out. so much clearer now and better looking.
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