I’m having an issue with undesired AO generated from the normal map. As you can see in the image below, the crevices created by the pixel normals are being filled in by AO, and this process seems to be subject to some aliasing because the lines are broken up. I don’t want any AO there at all, though. I’ve removed the AO input for the material, turned off lightmap directionality in the material, doubled the lightmap resolution, and set the static lighting level scale to 0.1, all to no avail. GPU Lightmass is set to medium.
I wanted to test this with CPU lightmass as well, but after leaving it running all night on 5 PC’s, CPU lightmass was still at 0% (calculating sky light bounces), whereas GPU lightmass completes the scene in about 20-30 minutes, so I decided to shelve that endeavour and ask for advice here instead. How do I get rid of that ugly AO?