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I'm working on a camp site illustration and while baking the textures I've ran into a interesting problem I'm unable to solve. Regular cycles render: enter image description here

Following a tutorial to bake textures I used "smart UV project" to unwrap the object in the center and baked the texture onto it with this result: enter image description here

Some of the spheroids in the object get something like a inverted shadow - the areas that should be lit aren't, and the areas that should be dark are lit.

This only happens with the bush like illustration of a forest - all other elements in the scene appear to bake correctly.

Any ides what might be causing this behavior?

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    $\begingroup$ May be inverted normals? $\endgroup$ – lemon Feb 18 '17 at 9:12
  • $\begingroup$ Sounds like the most reasonable thing to me too, but the results are same when I do it - I select the dark objects and "Flip Direction" under "Normals:" in "Shading/UVs" on the left, that's what you mean right? $\endgroup$ – Matthew Abrman Feb 18 '17 at 9:15
  • $\begingroup$ Yes I meant that. Other possibility, the margin in the bake panel. Or if else, could you upload your file? $\endgroup$ – lemon Feb 18 '17 at 9:20
  • $\begingroup$ Here's the file - blend-exchange.giantcowfilms.com/b/2772 (Edit: Just realized now that the file doesn't contain the baked texture and will require to rebake - sorry) I haven't learned yet how to change the margin in the bake panel - will look into that. $\endgroup$ – Matthew Abrman Feb 18 '17 at 9:33
  • $\begingroup$ This is a normal problem. But when you flip direction, you need to select only the involved faces/bushes $\endgroup$ – lemon Feb 18 '17 at 9:45
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Summary of the discussion between Matthew Abrman and lemon.

  1. Go into edit mode. ↹ Tab
  2. In the 3D Viewport Properties Panel (N) locate the Mesh Display section. Activate Show Face Normals.

Several Normals don't point in the right direction.

enter image description here

Selecting all and doing the Flip Normals operation would result in the correctly oriented normals to invert themselves.

  1. Use the Recalculate Normals operation. ⎈ CtrlN
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