DianaBarradas UTC 5. I tried those settings at the right of the image: I once tried to do ambient occlusion and i think it was fine on this scene, but then i forgot what i did differently from this time that the result is all objects being uniform grey. Zhbdcafe UTC 6. What your scene really is? Exterior or interior? Try having a ambient light. Hi, please post a normal layer view render of the model.
You need to manually select some of the parts and flip normals, no big deal. Shiny things need something to reflect. I am sure all the black areas are normals upside down inverted.
I am going to try the following : select every objects of my gun, Ctrl-N one by one. Hopefully this should work. I will tell you after i try. Next is to set this image as a texture for the material; do not forget check mapping using UVs. Guess some type of clay render. Asked 6 years, 11 months ago. Active 6 years, 11 months ago. Viewed 2k times. Here is an image of the bake.
Here is an image of the high res model. Improve this question. Community Bot 1. RedKrovvy RedKrovvy 1 1 silver badge 7 7 bronze badges. The question is concerned with cycles. Have you tried comparing it to a test render with only a AO node, connected to the output, for the material? The model does produce the AO gradient, especially on the handle bands but also in dents in the sword to a lesser degree.
That looks normal. Show 1 more comment. Active Oldest Votes. Create a big enough object, center it to the target objects; Tweak the Distance value based on the dimension of the new object. As shown below, I created a 20 x 20 x 20 cube object, so that the distance between the sword and cube is around Improve this answer.
Leon Cheung Leon Cheung I was following a tutorial for this sword where the tutor used Topogun for AO baking, whereas I am going with Blender, and the tutor's AO bake had the AO-associated gray gradient shading for the AO that occurs in the ridges of the sword handle bands. I suppose you need to tweak the cage setting.
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