having a separate AO texture means you can also use tiled textures a tiled texture with baked ambient can look a tad strange. Obviously it modern world of humongous textures it's not as common as it once was it's still useful to have.... other reason could be you want to animate the diffuse again it would look odd if baked…
Hello, apologies for the potentially "google-able" question. I'm struggling to understand why AO needs to be it's own map in modern renderers. Is it only relevant for baked lighting in Unity/UE? I know many stylized games or mobile games simply bake this information into the diffuse. Why do platforms with extra processing…
Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
Now that the wiki’s back, I’ve revised the summary for AO to explain this point about separation from diffuse a bit better. Added a section, and a neat diagram. http://wiki.polycount.com/wiki/Ambient_occlusion_map#Ambient_Occlusion_Baked_into_Diffuse This is from 2008 using Mental Ray renderer, but same principles still…
Agree it’s objectively better if you’re using full global illumination. Then you’re getting reactive bounces and accumulation and occlusion, yippee! But I think we’re talking about real-time rendering here, which is all about shortcuts, like using baked occlusion, and deciding how you want to mix it in your shader. At…
Q: I'm struggling to understand why AO needs to be it's own map in modern renderers.A: It doesn't need to be. There is no hard rule that says you have to do it this one way. Depends on the project needs. Q: Is it only relevant for baked lighting in Unity/UE?A: It's commonly used to simulate ambient occlusion. Again, no…
"Re-reading thread, so we may no longer need Ao in the future with the new lighting system becoming "main" course for lighting?" That's not quite how the renderering pipelines of game engine evolve or get used. It doesn't matter *one bit* if this or that feature gets added (for instance, a renderer having some way to…
It's the best way we have to handle mouth interiors/nostrils etc with current lighting setups and since cinematics sell games the character artists get to have all the fun toys
Here's a set of examples * (upper left) basic raster (game engine-like) lighting with an ambient sky and some direct lights, no AO effect. The reflections are clearly incorrect here which prevents the surface from reading as metal * (upper right) AO multiplied on the specular reflections - this is equivalent to multiplying…