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AO black artifacts on mesh in viewport when rendering radiosity lighting

AO black artifacts on mesh in viewport when rendering radiosity lighting

danny.rodriguezCTZNY
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AO black artifacts on mesh in viewport when rendering radiosity lighting

danny.rodriguezCTZNY
Participant
Participant

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.

 

Can someone please help and let me know how to fix this or is this just a new bug?

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MartinBeh
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Advisor

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.

Are you using radiosity with subdivisions/refinement? 

Martin B   EESignature
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