Calculate Ambient Occlusion error in Mari 3.0


#1

Hi

I’m new to texturing in Mari so I’d appreciate some help with an issue I’m having when I do an AO Calculation in Mari 3.0v1.

Please look at the attached screenshot and tell me why Mari is occluding the two bands of roof tiles and parts of the exterior wall which is made up of individual timber planks. Is it a normals issue? I checked that all my normals were facing the right direction in Maya before exporting the obj for use in Mari. Also, there are no overlapping UVs. The calculation only takes about two minutes which is odd as there is a lot of geometry. From looking at tutorials I’d expect it to take at least 20 minutes.

Adjusting the AO mask settings does not improve the result. I could bake out the AO maps in Maya but it would take forever and I’d have to bake each UDIM separately as it’s a large asset with 4k textures. I have 32gb of RAM but this isn’t enough to bake out 10 x 4k UDIMs in one pass.

Thanks


#2

If you use the generate occlusion through the objects menu the occlusion is very lowres as its does not do raytrace or similar methods. I think it vertex bake or something in that territory. You can use the modo render tab to bake a better looking Occlusion channel. If you want to mask using this baked occlsuion it will not show up in masking as your screengrab. What you can do is to use the channel mask and point to the baked Occlusion instead.

Hope this makes sense