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    <title>topic AO black artifacts on mesh in viewport when rendering radiosity lighting in 3ds Max Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-forum/ao-black-artifacts-on-mesh-in-viewport-when-rendering-radiosity/m-p/13304647#M853</link>
    <description>&lt;P&gt;I am baking my AO to vert color, and one of the first steps is to setup a sky light and then use scanline advanced lighting renderer with radiosity at 85% quality. When I do this for one object at a time, it works fine, but if I unhide all so that I have accurate AO interactions and bounces, I get alot of artifacts on my faces. I have reset xforms, detached faces, reattached faces, redid weighted normals, applied multiple ways of doing my weighted normals and various mesh conversions and I am still getting this issue.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Can someone please help and let me know how to fix this or is this just a new bug?&lt;/P&gt;</description>
    <pubDate>Thu, 06 Feb 2025 23:01:33 GMT</pubDate>
    <dc:creator>danny.rodriguezCTZNY</dc:creator>
    <dc:date>2025-02-06T23:01:33Z</dc:date>
    <item>
      <title>AO black artifacts on mesh in viewport when rendering radiosity lighting</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/ao-black-artifacts-on-mesh-in-viewport-when-rendering-radiosity/m-p/13304647#M853</link>
      <description>&lt;P&gt;I am baking my AO to vert color, and one of the first steps is to setup a sky light and then use scanline advanced lighting renderer with radiosity at 85% quality. When I do this for one object at a time, it works fine, but if I unhide all so that I have accurate AO interactions and bounces, I get alot of artifacts on my faces. I have reset xforms, detached faces, reattached faces, redid weighted normals, applied multiple ways of doing my weighted normals and various mesh conversions and I am still getting this issue.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Can someone please help and let me know how to fix this or is this just a new bug?&lt;/P&gt;</description>
      <pubDate>Thu, 06 Feb 2025 23:01:33 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/ao-black-artifacts-on-mesh-in-viewport-when-rendering-radiosity/m-p/13304647#M853</guid>
      <dc:creator>danny.rodriguezCTZNY</dc:creator>
      <dc:date>2025-02-06T23:01:33Z</dc:date>
    </item>
    <item>
      <title>Re: AO black artifacts on mesh in viewport when rendering radiosity lighting</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/ao-black-artifacts-on-mesh-in-viewport-when-rendering-radiosity/m-p/13305180#M854</link>
      <description>&lt;P&gt;Since Radiosity calculates the lighting on a per-vertex basis, the mesh subdivision does matter a lot and I guess that your "multiple object" case causes some sharp shadows and hence strong bright-dark transitions that the current mesh geometry cannot capture.&lt;/P&gt;
&lt;P&gt;Are you using radiosity with subdivisions/refinement?&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 07 Feb 2025 07:59:40 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/ao-black-artifacts-on-mesh-in-viewport-when-rendering-radiosity/m-p/13305180#M854</guid>
      <dc:creator>MartinBeh</dc:creator>
      <dc:date>2025-02-07T07:59:40Z</dc:date>
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