Hi everyone. I’m not too sure if this is the right spot to post this, sorry if it’s not!
I’m trying to figure out how maya’s mental ray batch baker works (for baking out ambient occlusion textures) for a mari work flow.
I customized an ambient occlusion thingamajig (by putting a fractal noise through the max distance slot) so instead of a gentle fall off that you get with a normal ao node you kind of get something with broken up edges.
It works pretty well with stuff with UVs that fit into the 0-1 space, but I run into all sorts of issues when the UV layout extends well beyond 0-1.
Firstly of course the baker doesn’t bake out anything outside 0-1 UV space haha. I’ve tried to do this manually by shifting the UV to 0-1 one by one, but it just bakes out a flat white on black texture. My ambient occlusion effect is gone in other words.
It sort of works when I throw in a light and turn on bake shadows, but the effect isn’t exactly what I want.
Can anyone help shed some light (so to speak) on the issue?
Thank you very much!