I’m trying to find a good way to speed up render times by baking Ambient Occlusion.
My latest attempt involves baking the AO to an image, for each separate object, which can then be input in the compositor and remapped using the ‘UV map’ node. Only, using this node leaves ugly seams where the UVs have been unwrapped. I know the ‘Alpha’ option in the ‘UV map’ node is supposed to help remedy this, but it doesn’t really do a very good job as far as I can work out.
Does anyone know how to use this node and not be left with ugly seams all over the place?
I also have a few troubles with premultiplied alpha artifacts around the edges of my objects which I can never seem to get to grips with. If anyone could help me solve that too it would be great.
I’ve attached an image of my node setup, plus an image of the original full render, which took 57secs, and an image of the composited render, which took just 10secs but suffers from the seams issue.