Okay, so I'm texturing an object with the intention of importing it into Unreal. Right now, I have only completed the diffuse map in Photoshop, and applied it to the object in Max. Would I be correct in applying the AO map within the diffuse color map? Is it ever applied elsewhere? I don't have any issues with the concept…
Just thinking out loud here, haven't really got a chance to test this theory. But what if the color texture already has a pretty dark/near black texture? Then multiplying the AO into the diffuse won't amplify the dark effect that much. In that case you ought to benefit more from multiplying a separate AO map into the…
Your rendering formula is wrong. It's really: diffuse texture * lighting where lighting is the sum of all lights: diffuse texture * (direct lighting + ambient lighting) and if you have ao: diffuse texture * (direct lighting + (ambient lighting * AO) ) . It's not expensive at all depending on the rendering style, forward…
Yeah for Unreal, go for it, layer it onto your diffuse. If your object had a lot of stacked UVs and needed a different UV layout to get a nice AO onto it, you would need to keep it as a separate texture (or stick it in a alpha channel) and blend it onto your diffuse, etc... in Unreal using the material editor.
I think what I'm trying to say is that with ao pre-multiplied into the diffuse texture can you ever achieve a perfect black color if you have a global ambient light that is lighting everything a wee bit?
Thanks for the replies, guys. For now, I think I'll just keep it in the Diffuse map. I haven't really worked much with lighting in UE3 (or Max, for that matter), so for now I'll just incorporate it into my textures and worry about lighting in-engine as and when it presents itself, and once I'm a little more confident.…
Pior> Most definitely. But in that case you are using the AO pass as a mask for something else you are trying to achieve, such as dirt in cavities, etc. But yeah, I agree. Using the AO as a mask for dirt/dust/whatever in your diffuse is helpful. The original intention of the ambient occlusion was to occlude ambient. In…
AO maps, curvature maps, etc. are very helpful to give models volume, not only dirt. Without a smooth AO applied on the diffuse, a normal map model is like flat when lights kills the fake effect. Realtime AO is still very expensive to compute for graphics cards, and a good prerendered/fixed AO map is very soft like to…
Here's my take on this issue. If your engine supports AO as a seperate bitmap/channel then don't add it in your diffuse. I'm not used to working with UE, but is there a way to multiply this into your ambient lighting? If so then that's probably what you want to be doing. [ame]…