Try reducing your spread in your AO shader as it's probably self occluding
from what you describe
Lawrence
-----Original Message-----
From: owner-xsi(at)softimage.com [mailto:owner-xsi(at)softimage.com] On Behalf Of
Matthias Worch
Sent: 26 November 2006 17:49
To: xsi(at)softimage.com
Subject: Smooth Ambient Occlusion Maps?
I'm sure it's in the documentation somewhere, but I can't find it: how do I
make sure that extracted ambient occlusion maps assume smooth vertex
normals? My results are facetted around the edges of the mesh and I can see
the polygons represented in the ambient occlusion map. I already averaged
all vertices on the mesh, doesn't seem to make a difference.
--
Matthias Worch
http://www.worch.com
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