AO = Ambient Occlusion. This is when not as much light gets into corners, cracks, crevices. Any area where parts are near each other. AO maps reduce the amount of light reflected from that part of the mesh.
Thickness = How thick the mesh is. This is used in stuff like Subsurface shaders such as skin or leaves. This is where light passes through your mesh.
Curvature = The curve/roundness of that specific part of the mesh. Usually used in generating a mask while texturing. If an object has a round or pointy part, you may want more damage to that area.
Position = Where this part of the mesh is in relation to the rest of the mesh. If you want to generate a mask based on something like height, you can use a position mask. A lot of stylized art has a gradient making the mesh darker at the bottom and lighter at the top.
Normal = How the light reflects off that part of the mesh. Used to create illusion of surface details, such as a crack or wrinkle. The geo isn't available for that small of a detail, so the mesh makes light reflect in a different angle, making it look like there is a wrinkle there.
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