Ambient occlusion maps overview
 
 
 

Ambient occlusion is a shading effect that calculates the attenuation and occlusion of light between surface details and other objects in the scene and then adds realistic shading to models.

You create ambient occlusion maps using the Maps > Extract Texture Maps feature. This feature calculates an ambient occlusion map based on the spatial relationships between various items in the scene and creates a diffuse image map that is automatically applied to the model(s) as a paint layer so you can preview it before exporting the texture map out for use in another 3D application.

The Extract Texture Maps feature provides a method for generating ambient occlusion image maps on extremely high resolution models, in a variety of file formats, that would otherwise be difficult to achieve using other 3D applications.

NoteWhen extracting ambient occlusion maps on multiple objects simultaneously in the 3D View each object should be assigned its own separate shading material. Otherwise, the extracted map assigned to the default material (which is assigned to all objects by default) appears on all objects in the scene when you preview it. The exception for this is when extracting a map from an asset that is comprised of multiple objects and whose UVs are laid out in multiple UV tiles. In these situations, assigning the same material to all objects is required.

Ambient occlusion maps can also be edited and enhanced directly in Mudbox, if necessary, using the 3D paint tools. For instructions on extracting an ambient occlusion map, see Extract an ambient occlusion map.

Related topics

Texture extraction overview

Extract an ambient occlusion map

Troubleshoot texture extraction