Extract an ambient occlusion map
 
 
 

For an overview of ambient occlusion maps, see Texture extraction overview.

  1. Select Maps > Extract Texture Maps > New Operation.

    The Extract Texture Maps window appears. For a complete description of extraction properties see Extract Texture Maps properties.

  2. Select Ambient Occlusion Map in the Maps to Generate section.
  3. Indicate the model(s) you want an ambient occlusion map for by selecting its name in the Target Model section.
    NoteIf a model is not selected then an ambient occlusion map is produced for all objects in the 3D View. Keep in mind that all visible objects in the 3D View are taken into account when calculating an ambient occlusion map. That is, if you don’t want an object to be included as part of the ambient occlusion calculations, hide it before extracting a map.
  4. Set the desired subdivision level for the target model(s) that you want the extraction to occur by selecting it from the level drop-down list to the right of the target name.

    Setting the subdivision level on the target model to its highest subdivision level provides the highest detailed ambient occlusion maps possible. It is possible to extract an ambient occlusion map at lower subdivision levels, but fine detail will be lost and the appearance of facets may result because of the reduced resolution.

  5. In the Output Map window, adjust any properties as required (described below) and then click Extract.
    NoteThe model must have UV texture coordinates to extract an ambient occlusion map. Otherwise, the following message appears when you click Extract: The model mesh has no UVs. Mudbox needs UVs to generate Ambient Occlusion Maps. Try selecting Recreate Level UVs under the Mesh menu. For more information, see UVs overview.
    TipThe first time you extract an ambient occlusion map, set the Quality setting to Fastest and Image Size to a small resolution to quickly generate a test map. Evaluate this initial test, adjust any settings as required, and then set the Quality and Image Size options to the final settings before generating a final map.

    The Advanced section of the Extract Texture Maps window, contains the following properties when Ambient Occlusion Map is selected:

A progress bar on the Status Line indicates the progress of the extraction. Depending on the Quality setting, this bar may repeat the process several times as the feature calculates and composites the necessary shadow maps.

The ambient occlusion map is automatically applied to the model(s) as a diffuse paint layer (provided the Add as Paint Layer property is turned on) and positioned on top of any other existing paint layers in the Diffuse channel.

If the model contains UVs within multiple UV tile spaces, that is, outside the 0 to 1 range, the feature automatically creates separate ambient occlusion maps that correlate to each UV tile and saves them to the user-specified directory.

NoteIf your model contains multiple UV tiles, each tile will appear in a different color after the ambient occlusion map is applied to indicate that the textures are currently unloaded. This is a graphics memory optimization feature. For more information, see Hide and show UV tiles on a model.

Edit an ambient occlusion map

Once an ambient occlusion map has been created and applied as a visible paint layer, you can evaluate it and then make successive iterations by changing the extraction settings then clicking extract, and previewing the updated version again.

If you extract successive ambient occlusion maps with the same file name it overwrites the previous one and the paint layer is automatically updated in the 3D View with the new map.

You can use the Paint tools to modify or enhance the ambient occlusion map (add shading, erase shading, and so on) because the map is applied a diffuse paint layer.

Related topics

Ambient occlusion maps overview

Extract Texture Maps properties

Texture extraction overview

Troubleshoot texture extraction