AO map renders as desaturated version of diffuse map
Hi all
I'm having problems with Xnormal when I try to render an AO map. Basically all I'm getting instead is an AO map which looks like a desaturated version of my diffuse map. I've been buggering about with all the AO settings, trying every possible configuration. Anybody any clues please? It used to work ok in an older version I was using but since I updated I've been plagued with this problem.
Cheers
Many thanks for replying but since starting this thread I've reinstalled Xnormal 3.17.4 and it seems to be ok now. Sod's law hey!
Although for how long I'm not sure, as before doing this I managed to render an AO map successfully, but only once. I tried again using the same settings and it failed every time. So I uninstalled Xnormal and did a fresh install. All seems to be fine now. Has anyone else has had this same problem?
I'm running this on:
Windows 7 professional
Intel Core i7 CPU 920
6GB RAM
ATI Radeon HD 4850 X2
Cheers
Ahh cool.
Did you know that 1.17.5 is out?
If you need to know more about xNormal, there is a tut in the free tutorial section that goes over pretty much everything 
http://eat3d.com/free/xnormal_overview
Yeah, I had that installed also and it was doing the exact same thing, so I uninstalled both and reinstalled 3.17.4
I've already had a look at the free tutorial too. Excellent stuff!
Thanks for your help metalliandy!
No problem 
Really baffled as to what's going on with my AO maps in Xnormal, but it's not working properly since starting it up again today.
I've included the AO map of my model as it now renders. As you'll see it looks the same as the diffuse only desaturated. As I've said before I've been fiddling with all the AO settings trying every possible configuration, but with no luck.
Have you setup you cages or ray distances? Render a normal map and a "wireframe and ray fails" map to test.
If you used the Simple AO generator tool but you want to perform AO using ray tracing sure the "Ignore per-vertex AO" option is checked in.
Also, play a bit with the "AO bias" parameter. If you set it too high can skip some detail. If you set it too low can introduce self-occlusion artifacts.
Also enter the 3D viewer and sure your normals are not inverted... and perform a EditMesh+ResetXForm+Collapse / Freeze transformations before exporting as SBM.
Hi Jogshy
Many thanks for this, tried all your suggestions but none worked. What did work was making sure "ignore-per-vertex-color" was checked. Unusual though as in earlier versions I would have left this unchecked and it still would have rendered my AO map ok.
Thanks to all that replied to my thread. That's one headache gone!!!
Cheers
Tricko










Can you post a picture of your settings and the resulting AO map please?
Also a picture of your models would be great too
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