Ambient Occlusion from Mesh
The Ambient Occlusion from mesh baker allows to bake an Ambient Occlusion texture from high poly meshes. It is slower than the base ambient occlusion baker but produce more accurate results.
Available in:
- Substance Designer
- Substance Automation Toolkit
- Substance Painter
Parameters
Angular distribution of occlusion rays. Defines how the rays are scattered inside a cone of the size of the spread angle.Possible values:
- Cosine (default): Realistic but can lead to white line in very thin occluded areas. More suited for shading and lighting.
- Uniform: Useful to create linear gradients. More suited for layer masking and other filtering.
This parameters defines if occlusion rays ignore hits on a backface (if the high poly normal faces the opposite direction as the low poly from where the ray is fired). Most of the time this setting should be enabled to avoid artifacts. Possible values:
- Nevers (default): Backfaces are never ignored
- Always: Backfaces are always ignored
- By Mesh Name: Backfaces are ignored only for meshes that match the suffix keyword. See the common parameters.
Matching by name for occlusion rays. Indicates how the bakers should match low and high-poly geometry. It can be used to filter the baking process without the need to manually move apart (explode) meshes.Possible values:
- Always (default): Low-poly mesh is matched with every high-poly meshes.
- By Mesh Name: Filter the meshes by their name to avoid matching with unwanted geometry.
To learn more about matching geometry see: Matching by Name.
Format of the Normal texture if in Tangent Space.Possible values:
- DirectX (default)
- OpenGL
Defines how occlusion is attenuated by occluder distance.Possible values:
- None: no attenuation.
- Linear (default) : progressive attenuation.
- Smooth: soft attenuation.