Baking can introduce noise into adjacent meshes.
Also, In some cases, you may not want to bake the AO, such as when you have meshes to animate.

As a solution to this situation, there is a baking method that uses a suffix.

In this article, I would like to confirm the following baking method using a suffix.
・How to bake to avoid noise to adjacent meshes
・How to prevent AO from being baked into adjacent meshes

About the default suffix

The default suffixes are "_low" and "_high".
You can use it by setting a name to the mesh in a 3D application such as Maya.

How to bake to avoid noise to adjacent meshes

  1. Select [ Common settings ].
  2. Select [ By Mesh Name ] from [ Match ].

If there is a mesh that does not match here, an error will be displayed in red under [ MATCHING BY NAME ] in the log.

If you have separate settings for each texture set, you will need to change each to [ By Mesh Name ].
Check for errors and make sure there are no problems before baking.

Example of using suffix

Suffixes allow you to resolve noise to neighboring meshes by comparing rays to meshes with the same name.
・When noise appears in adjacent meshes (left side) / After adjustment (right side)

How to prevent AO from being baked into adjacent meshes

Use when you don't need AO on adjacent meshes, such as when you have meshes to animate.

・Before filtering AO on the car body (left side) / After filtering (right side)

  1. Select [ Ambient occlusion ] and click the [ Link ] button.
  2. A new window will open, uncheck the texture sets you don't want to bake AO for.
    By unchecking it, it will not be synchronized with others and can have its own settings.
  3. Select the unchecked texture set and select [ Only Same Mesh Name ] from [ Self Occlusion ].

For details on how to bake only [ Ambient occlusion ], please refer to this page.

About Only Same Mesh Name

In addition to AO, you can also set Curvature and Thickness for [ Only Same Mesh Name ].

Summary

We have confirmed the baking method using suffix.
Before baking, if there are meshes that don't match, you'll see an error in the log, which helps you avoid mistakes!

On the next page, we will check how to bake an ID Map!
Next page Let’s go!

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