AO, environment lighting and indirect lighting not working in full render

See attached pictures, which mostly demonstrate my situation and relevant options.
my model seems to be only taking light from the two lamps in the scene, and not any of the ambient/indirect/AO etc. So there’s a big black shadow all down his arms, ontop of his head, and down his side, because the lamps are only front and back.

Any idea what could be wrong? Why won’t he be evenly lit? I can provide any other requires information, or even the .blend if needed

You have the viewport in textured view. Try rendering your scene

i don’t understand?

I’ve used blender for a almost 6 years now, and i have never once rendered anything. I have no use for that function at all, and whatever it outputs is irrelevant to me. I make models for game engines, I do texture baking exclusively. I need the ambient lighting to work on a baked texture.

Shown in the image above is my character with a baked texture on him, this is not realtime lighting

With the current settings, attempting to render gives me a white image. nothing but pure white

The settings you show is for rendering only. If you want it on the texture, you can bake it both in BI or Cycles.


What does BI mean?

I’ve had this working before in previous versions. and i can do an AO bake just fine there. but it doesn’t seem to be included in Full Render. The description of that explicitly says “Bake everything”, is AO not a part of “everything”?

Here’s someone with the same problem: http://community.secondlife.com/t5/Mesh/Blender-Full-Render-not-baking-AO-SOLVED/td-p/1992983

but that solution doesnt work for me, i already have those options enabled

I figured it out!

Sub surface scattering, in the material tab
having that on seems to turn off other lighting methods in the full render. It was automatically enabled in the base model which i imported from makehuman.

Now i have one final question?
How can i make this thread more findeable in google? Since google clearly has no good results for this problem.