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In my blender file, I have a simple castle in which when I try baking the Ambient Occlusion it generated a black texture. How can I get Blender to bake correctly instead of this black texture? Picture of UV texture in blender

I been reading on forums about this problem which mentioned about inverted normals but my normals or overlapping UV but I generated another without overlapping UV's and received the same problem. They also being negatively scaled but this model has positive scales ;(

Thanks in advance!

Blender file attached here:

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  • $\begingroup$ I should be something related to the file itself: importing all the objects in a new file allows a correct baking. Is it the same for you too? $\endgroup$ – Carlo Dec 22 '15 at 2:45
  • $\begingroup$ Sorry for the late reply but yes I resorted to doing that afterwards. There's no problem when I export the mesh and reimport it into a new file but I wanted to know why it happened so I could prevent this from happening again :P $\endgroup$ – user11422 Dec 24 '15 at 23:09
  • $\begingroup$ try doing ctrl + n in edit mode and then try again. $\endgroup$ – Smekens Younes Mar 2 '16 at 20:48
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Try to set Environment Lighting to 1.0 in the World tab. I have tested it now and it bakes AO correctly then. The funny thing is that you dont need to check the Environment Lighting checkbox and it still makes the change.

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I had one part of a mesh acting this way and fixed it by recalculating the normals.

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Had the same issue, also discovered that the Physical Starlight and Atmosphere addon have to be turned off for the render passes to work propperly, in case that people having the same issue and add on c

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