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Questions tagged [ambient-occlusion]

Ambient occlusion is a rendering technique concerned with the measurement of the amount of ambient light reaching surfaces.

1 vote
1 answer
2k views

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 ...
Abraham Reinhardt's user avatar
0 votes
1 answer
962 views

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 ...
RichmarIII's user avatar
1 vote
0 answers
221 views

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 ...
40detectives's user avatar
0 votes
1 answer
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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 ...
Microsis's user avatar
  • 101
0 votes
1 answer
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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 ...
Melon Therapy's user avatar
3 votes
0 answers
302 views

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: ...
russ's user avatar
  • 131
4 votes
1 answer
1k views

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 ...
Yattabyte's user avatar
  • 1,043
1 vote
0 answers
709 views

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?
kupe's user avatar
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