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Topic: AO Baking Artifacts (Read 5027 times)
panospallaris
Having a recurring issue with AO bakes within painter - visible seam artifacts around the point where two separate mesh objects meet.
This particular asset is a high poly model i'm currently working. Here I am using a dirt generator with the AO map to create some dirt around contact points. Can clearly see the gaps where the AO map is not doing its job. I have tried different settings to no avail. Wondering if I missing something? Any help appreciated.
thanks
on:
October 30, 2015, 01:25:07 pm
Froyok
WWW
Try changing the "Cosine" setting to "Uniform" in the AO parameters. That should get rid of the white line in cavity areas.
You will have to tweak a bit some other parameters too.
Reply #1 on:
October 30, 2015, 02:36:01 pm
Don't forget your
log file
. It can be exported from the
Help
menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.
panospallaris
I tried that. Didn't improve matters. I noticed with uniform the darker areas are a little more pronounced but the artifact remains.
Reply #2 on:
October 30, 2015, 03:26:33 pm
Froyok
WWW
What does happens then if you increase the anti-aliasing setting ?
Reply #3 on:
October 30, 2015, 04:18:16 pm
Don't forget your
log file
. It can be exported from the
Help
menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.
panospallaris
The edge just gets smoother. default and 4x4 sub-sampling below
Reply #4 on:
October 30, 2015, 05:27:05 pm
Froyok
WWW
Okay, then try to disabling the "ignore backface" setting in the Ambient Occlusion settings (not the one in the common settings).
Reply #5 on:
October 30, 2015, 05:33:44 pm
Don't forget your
log file
. It can be exported from the
Help
menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.
panospallaris
Didnt help. I can get around these precision issues by baking my AO maps in VRay but it's another step in the prep process which is a pain.
Reply #6 on:
October 30, 2015, 05:56:59 pm
Froyok
WWW
Hmm, strange then.
Can you share the meshes ?
Reply #7 on:
October 30, 2015, 06:20:16 pm
Don't forget your
log file
. It can be exported from the
Help
menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.
panospallaris
Hey Froyok,
Could you send me your email in a pm, I would like to attach the meshes to an email if that's ok?
thanks
Reply #8 on:
November 03, 2015, 10:52:56 am
Froyok
WWW
My e-mail is available right below my avatar.
Reply #9 on:
November 03, 2015, 11:04:33 am
Don't forget your
log file
. It can be exported from the
Help
menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.
panospallaris
If i click on the email icon it takes me to a text only form and I cant attach anything
i'll send one anyway.
Reply #10 on:
November 03, 2015, 11:10:42 am
Froyok
WWW
I was able to bake without any white seams as in your screenshot with the parameter I mentioned in my previous post. I have attached screenshots of my settings.
Reply #11 on:
November 03, 2015, 11:59:56 am
Don't forget your
log file
. It can be exported from the
Help
menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.
panospallaris
Its much improved with those settings - contact points are mostly solid now - a couple bright sparkle areas which i can see in your screenshot also.
Bigger issue is I still get visible artifacts at UV seams - attached pic.
Reply #12 on:
November 03, 2015, 12:30:49 pm
panospallaris
I think a lot of the problems i've been getting with my hi poly stuff has been down to the baked maps. Also having problems with the curvature map precision issues.
-Dark edges in curvature maps at the seams.
-AO not transitioning smoothly between UV islands.
Reply #13 on:
November 03, 2015, 12:58:22 pm
Froyok
WWW
The issue here come from your mesh. You have an UV split at each edges, but the UV island are next to each other, which lead to this artifact. For example I tried moving one UV island elsewhere and rebaked and the issue was gone.
Reply #14 on:
November 03, 2015, 02:06:08 pm
Don't forget your
log file
. It can be exported from the
Help
menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.
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