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BlasT

Batch Bake Ambient Occlusion

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Ho un problema che penso dovrebbe essere triviale ma non trovo la soluzione. Quando renderizzo con MR in Maya la scena, l' ambient occlusion si calcola per-pixel e tutto e OK, ma se voglio fare il bake dell' ambient_occ. (renderizzo nello spazzio UV) la mappa che ricevo si calcola per-vertex e sono evidenti i face dell ogetto.

Qualche suggerimento?

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