Anton

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  • in reply to: Frosted glass with a depth effect? #85736
    Anton
    Participant

      Omar and Martin, thanks a lot for the hints! I will experiment with suggested approaches.

      in reply to: Issue with AO baking, any clues? #83780
      Anton
      Participant

        hey Omar, there are no objects in the scene other than the camera and the mesh itself. Thank you for being so kind by offering help; here goes the scene https://drive.google.com/file/d/1om6Bd08EBb2JikxzxeTk1PYsfwfUyIUy/view?usp=sharing

        Martin, thanks for the tip!  I wanted to merge in terms of boolean merge rather than just “grouping” all objects. For instance, in 3ds max, you can do a boolean operation with elements of a single poly mesh object, but in Blender, you can not, as I figured. 

        in reply to: Issue with AO baking, any clues? #83777
        Anton
        Participant

          Hi Omar! The screenshots above show pitch-black spots all over the model. This is not the intended result. See the attached image where I applied the AO shader as the base color to the model above. The model below has a baked texture as the base color.

          Frame 17.jpg

          Based on my previous experience with 3d software, these black spots appear when there is a mesh blocking the light. I have encountered that behavior before in 3DS Max and Cinema 4d. The solution is easy — hide an object from the camera, and the model looks like intended. I tried to do so, even deleting everything except the model I intended to bake, but no luck.

          For context, I am following this tutorial
          https://youtu.be/ChxGAcKO92Y

          in reply to: Issue with AO baking, any clues? #83775
          Anton
          Participant

            Hi Martin! Thanks for the response.

            I am not really proficient with UV yet, but I tried to follow tutorials closely and dd smart UV. See attached; however, even in the case of different models (I have several similar low poly houses), the result is always like this. My wild guess was that I needed to merge it all with Boolean, but it seems there is no quick way to do that in Blender.

            e_screenshot_002.jpg

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