Not so sophisticated question but I still want to ask about it. I am adapting to PBR pipeline and I'm not sure what to do with ambient occlusion of metal parts. Until now we multiplied ao with diffusse texture, but with PBR approach we have almost black albedo on metals so there is almost no effect of baked AO.
I have my solution but obviously want to know others' approach to this matter.
Thanks in advance for sharing your experience with me.
Replies
Check out these for more info:
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
With PBR, no lighting information (shadows or highlights) in the your textures.
Large scale should only really affect diffuse ambient (IBL) light.
Baking AO into specular doesn't make sense either. Surfaces do not get less reflective when they are occluded, specular sets how reflective the base material is. So the same sort of thing happens, when you bake AO into spec you're saying that bit of the material will never be as reflective as the next, which doesn't make any sense (reflectivity tends to remain constant for a given material type). Additionally, specular doesn't get "occluded" in real life. Specular reflections simply reflect the world around the object, if its a dark or occluded scene, the reflected content will be darker. These days, engines like UE4 or renders like Marmoset TB2 have screen space reflections to account for this.
It's typically ok to multiply cavity it detail (fine scale ao), but not large scale baked ao (again, unless it only affects ambient diffuse), as generally the engine handles the large scale ao anyway, so you'll get double occlusion if you're baking that down.