I was able to bake the AO to the vertex color of the mesh follwing the infos here:
But the result is not what I was expecting:
Somehow the vertex colors at the angle are getting too bright, where they should be pretty dark.
Trying to understand what I did wrong, i created a new file, and baked it again to a two times subdivided default qube:
Somehow, the edges of the qube were unnecessary darkend.
Same or even weider Behaviour with triangulated faces:
I’ve found this tutorial: https://blender.stackexchange.com/questions/91204/how-to-bake-ambient-occlusion-into-vertex-colors
But the output was still weird.
I’ve set up a simple test scene with three cutted qubes
Left: Baked to a texture UV -> Everything as it should be
Mid: Vertex AO raytrace gather (again way too bright verts in the center)
Right: Vertex AO Approximate gather (weird darkend tris)
I was on the third google page, messed with all settings I had im mind, high and low gather settings, triangulated faces, smoothing, additional UV, World settings, tested it with 2.79 and 2.66 and still could not find a solution. (“Vertex paint: Paint: Dirty vertex colors” was interesting but still not what i’m looking for)
Does anyone have a solution or an idea?
Testscene: BakingAoToVertexColorTest.blend (820.8 KB) (2.79b)