ao bake to vertices comes out inverted at the corners. #44178

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opened 2015-03-29 18:21:56 +02:00 by Aidy Burrows · 4 comments

Windows 8.1

Blender Version
Broken: 2.73a and 2.74 release candidate 4.

ao bake to vertices comes out inverted at the corners.

Exact steps for others to reproduce the error
Take the standard cube, delete so only 3 adjacent faces remain. Invert the normals for the faces as though now looking at the corner of a room. Then subdivide the faces so there are enough faces to bake onto. Increase the gather samples so that the result will be smooth.

Set the bake mode to ambient occlusion, select 'bake to vertex color'.

This will be inverted at the corners when compared to dirty vertex color bakes.

aoissue.jpg

vertexAOBakeBug.jpg

Windows 8.1 **Blender Version** Broken: 2.73a and 2.74 release candidate 4. ao bake to vertices comes out inverted at the corners. **Exact steps for others to reproduce the error** Take the standard cube, delete so only 3 adjacent faces remain. Invert the normals for the faces as though now looking at the corner of a room. Then subdivide the faces so there are enough faces to bake onto. Increase the gather samples so that the result will be smooth. Set the bake mode to ambient occlusion, select 'bake to vertex color'. This will be inverted at the corners when compared to dirty vertex color bakes. ![aoissue.jpg](https://archive.blender.org/developer/F156127/aoissue.jpg) ![vertexAOBakeBug.jpg](https://archive.blender.org/developer/F156129/vertexAOBakeBug.jpg)
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Changed status to: 'Open'

Changed status to: 'Open'
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Added subscriber: @AidyBurrows-1

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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2015-03-31 13:02:57 +02:00

That's not total fair comparison of bake and dirty color because later one does perform blur on the values. Plus it's actually an approximation of AO based on curvature.

The reason you're having brighter edges is because it's quite tricky to record intersection for the ray casted from that location -- it might happily go to an environment from the outside part of the object. Baking selected to active with small bias might help in this cases, but real solution will is making the intersection code more robust for such cases.

Thanks for the report, but improvements are always possible and current vertex baking actually works as it was designed to. this goes to our TODO list: http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render#Baking

That's not total fair comparison of bake and dirty color because later one does perform blur on the values. Plus it's actually an approximation of AO based on curvature. The reason you're having brighter edges is because it's quite tricky to record intersection for the ray casted from that location -- it might happily go to an environment from the outside part of the object. Baking selected to active with small bias might help in this cases, but real solution will is making the intersection code more robust for such cases. Thanks for the report, but improvements are always possible and current vertex baking actually works as it was designed to. this goes to our TODO list: http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render#Baking
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Reference: blender/blender#44178
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