Color Ramp creates all white areas on model

Hi. I am practicing baking from hi-res to low-res model and I have a problem preparing the Cavity baking.
On the high poly model I added Pointiness and a Color Ramp, but when I add the Color Ramp only a part of the model is affected. The other parts remains completely white and that shows up on the Cavity map as white areas. It does not help if I isoate the hi-res object from all the other objects. The results remains the same.

Is it a bug or have I made a mistake somewhere?

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The directions of the normals may be inverted.

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I thought so too, but they are correct. When I flip the normals the whole model turns red. When I flip them back the problem remains.

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If you are sure that it’s not normals and not double geometry, try playing with the ramp sliders. Usually there isn’t a fixed value that works for all models, it varies. This could also help diagnose the problem further.

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Sorry. Playing with the sliders doesn’t help either. All that does is changing the main body to different shades of grey.

I disabled all the other geometry in the scene so there should not be anything that interfere with the model. But that did not help.

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These problems don’t have a single solution. Usually you have to tinker with things to find what’s causing it. I tried to replicate it on my side to get the same result as yours, but couldn’t reproduce it.
If you want, you could share your .blend file and we can take a look at it. It might be easier to figure out what’s happening. If you do, try using a platform like WeTransfer and post the download link here.
Other than that, nothing else comes to mind at this moment, maybe others would have better suggestions here, or you could try asking in the GameDevtv Discord Blender channel too.
Sorry I couldn’t be more helpful.

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Thank you for trying to help me. I have never hade this problem before so I am interested to see whats wrong.

I will gladly share my Blend file, but I don’t have access to it right now. I will share it in the morning. :slight_smile:

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Here is the .blend file for this project. Please take a look and see if you can find anything. The link is valid until 30 april. Thanks!

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Common issues with baking cavity maps using Blender’s Pointiness attribute (from the Input > Geometry node) stem from low-poly geometry, ray projection errors, and insufficient sampling.

Pointiness requires dense geometry for accuracy—enable Cycles render, auto-smooth normals (angle 30°), and use a ColorRamp node (black in crevices, white on edges) post-bake. For complex shapes, add a Cage object (duplicate low-poly, extrude outward 0.01).

Baking Setup Steps

Select low-poly, create new image (1024x+).

Bake Type: Emit, select Pointiness shader on high-poly.

Margin: 8px; Influence: 1.0.

Clear seams/overlap in UVs first.
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I think I fixed? :

Hard to tell if this was a bug or something else. The whole mesh was one object, but acted like two separate pieces in shading. What I did was: did a remesh with remesh modifier (voxel;001; smooth shading) and smoothed a bit sharp edges in sculpt mode, and it looks like it’s working now.
p.s. If you try this, make a backup save before, in case a mistake happens

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That makes sense, I was wondering how there were two colours on the object with one material slot. Had assumed they were separate objects.

Some sort of glitch in merging ‘feet’ separate objects to the main body perhaps. Hence the remesh sorted it out.

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Thanks for the tip! I tried and did a remesh myself and it worked! Now its acting like one object, as i should have done from the beginning. Thank you very much for the help.

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