Gray is flat, iirc. So I used inverted AO as a mask for 50% gray, on all three channels. This made both ambient and diffuse fade out in the cracks. Been a while since I did this. I think it was only a benefit because the diffuse was tiled, so I couldn't just darken that.
Visually it does exactly what it says, making the "pits" of a made-from-2d-source normal map-overlay have sharper values in the deep parts. Is it mathematically correct? who knows, but up rezing your high poly till you can stamp actual fabric fibers into it is dumb as shit and wasteful of time. I very rarely take my high…
Just want to drop a note here and say, that for any baked content, this is a BAD IDEA. Messing with the contrast of a normal map like this will just cause smoothing errors and possibly other bad artifacts. Hard surface type work especially, where accurate normals are essential. For organics and characters, you might be…