Questions tagged [ambient-occlusion]
Ambient occlusion is a rendering technique concerned with the measurement of the amount of ambient light reaching surfaces.
15 questions
1 vote
1 answer
2k views
Baked AO in Substance Painter shows dark lines along some convex edges
A default cube exported from Blender shows this issue(several vertical lines are dark) of baked AO in Substance Painter. I encountered this issue from texturing a model with a layer of dirt where I ...
0 votes
1 answer
962 views
Correctly Implementing SSAO
I am trying to implement Normal-Oriented SSAO and i'm having an issue with the results. Portions of the screen are inverted/wrong, typically half way through the screen but not always, it seems tied ...
1 vote
0 answers
221 views
How to import a texture to be used as occlusion map?
The same way normal maps need to be imported as "Normal map" in the import settings, how should I setup an Ambient Occlusion texture to correctly work? I've been searching around in the manual and ...
0 votes
1 answer
2k views
Unity Ambient Occlusion not working with Orthographic camera
It seems like the Ambient Occlusion setting from the Unity Post Processing stack (obtained from the asset store) only works with a Perspective camera, yet I haven't ...
0 votes
1 answer
2k views
Unity - Ambient Occlusion artefacts
When I create two cubes from Unity > Component menu. And turn on AO the bottom cube is not shaded properly. I mean the upper cube is alright but the bottom cube does not have any shadow present. What ...
3 votes
0 answers
302 views
Unity's 'Ambient' Occlusion occludes everything. How to do it better?
I'm experimenting with custom AO solutions for Unity. While looking at the source for their built-in SSAO effect, I noticed the shader is doing this: ...
4 votes
1 answer
1k views
SSAO issue - surfaces darken based on camera angle
I have a strange issue in my engine where my SSAO effect will extremely darken or lighten based on my camera angle: In that example, I'm just outputting the ssao texture to the screen. The texture is ...
1 vote
0 answers
709 views
How can I do ambient occlusion for simple meshes with few vertices?
I want to do ambient occlusion for some simple buildings. Since simple buildings have very few vertexes, how can I get good results? Is it possible with a per-vertex AO implementation?