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Participant
May 2, 2023
Answered

AO Errors when Baking Rooms

  • May 2, 2023
  • 1 reply
  • 1418 views

Hello everyone, I'm trying to generate an ambient occlusion map for a room. Since the room is viewed from the inside, the normals look inwards accordingly. I think that's why there are problems and everything is baked black. Is there a way to fix this? I am attaching a picture of the generated AO and what the room looks like without the AO. Due to the shader used, back faces are ignored, thus the interior of the room can be seen from the outside.

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Correct answer UV-Remap

I found the solution. The result is perfect when "Max Occluder Distance" is set to a lower value.

1 reply

Cyril Dellenbach
Community Manager
Community Manager
May 2, 2023

Hello @UV-Remap,

 

Just to be sure, you created a cube and inverted the normals? Are you using a high poly for the AO? I wasn't able to reproduce the issue, so any additional info is welcome.

 

 

Keep me updated,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
UV-RemapAuthor
Participant
May 2, 2023

Thank you for the investigation. Your test made me suspicious, so I carried out further tests. In fact, the problem does not occur when only one room is loaded. Apparently, the result of the ao bake becomes darker with an increasing number of rooms loaded at the same time, each with their own texture sets. In my project I have over 30 rooms, so the result is almost completely dark. However, I don't understand why this is the case. For me it is important to bake the rooms with the others so that the transitions are seamless.