I used this method to create a texture from AO:
Add a aiArnoldAmbientOcclusion (Arnold-Shader) shader to the mesh.
Select the mesh and go to Arnold menu-Utilities-Render Selection to Texture. In popup set a Resolution and the directory. Hit Render button (it will render as .exr with name taken from mesh).
However, when I add the texture to a shader it shows black lines along the UV seams. On post suggested to unpremultiply the image. If this is the way, how does one do it?
Any other suggestions?
Solved! Go to Solution.
Solved by NandoStille. Go to Solution.
Hi @litote
There's a quick read on premultiplied images you can read here.
I'm not completely convinced that's causing your issue so when you get a chance, can you please zip and attach the scene file here or via dropbox/google drive or another file sharing program so I can take a look at it?
Let me know if anything changes!
All the best,
Sean Heasley
Technical Support Specialist
Autodesk Here to Help | My Screencasts | Autodesk Virtual Agent | How To Reset User Settings | Installation and Licensing Forum | Maya Certified Hardware |
Did a quick test. Gosh, who wrote this tool? I can't believe there is no option to deal with texture borders!?
Back to school! See "Fill texture seams" here: http://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/file...
Now for a solution: unsurprisingly the relatively new "unpremultiply" shading node doesn't work, but we don't need it anyway.
What we want to do is to divide RGB of the baked texture by the Alpha of the baked texture, which is called "unpremultiply".
So, just use a multiplyDivide node, switch it to "Divide" and connect it like this:
Hi!
The node "unpremultiply" is currently not supported by Arnold.
@mspeer wrote:Hi!
The node "unpremultiply" is currently not supported by Arnold.
https://support.solidangle.com/display/A5AFMUG/Maya+Shaders
Yes, thought so, did not check the log.
The lookdevKit nodes lead a quite unnoticed (maybe neglected) existence. Badly supported by 3rd party renderers from the beginning which was in 2016 I think. Is any Renderer supporting them? Oops, getting off-topic.
Hello Sean,
Someone posted the solution.
My scene was very simple: All I used was a cylinder primitive and added the aiArnoldAmbientOcclusion shader. Then rendered it as a texture map from Arnold menu-Utilities-Render Selection to Texture. Then plugged the texture into the Base Color of an aiStandardSurface shader. It renders/premultiplies with the black seams. But the MultiplyDivide node in the solution give in this thread fixes it. Apparently the unpremultiply node does not work.