Ambient Occlusion from Mesh | Substance 3D bakers
- Getting Started
- Bakers settings
- Common Parameters
- Ambient Occlusion
- Ambient Occlusion from Mesh
- Bent Normals from Mesh
- Color Map from Mesh
- Convert UV to SVG
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
- Common questions
- How to export the baked maps?
- Is dithering applied to baked textures?
- Should I enable "Compute tangent space per fragment"?
- What are Assbin files?
- What is the bit depth of baked textures?
- What is the difference between the OpenGL and DirectX normal format?
- Why are there strange stretches in my textures after baking or exporting?
- Why is Matching by Name not working with Ambient Occlusion/Thickness?
- Why is my mesh fully black after baking?
- Common issues
- Aliasing on UV Seams
- Baker output is fully black or empty
- Baking failed with Color Map from Mesh
- Black shading cross are visible on the mesh surface
- Mesh parts bleed between each other
- Normal map has strange colorful gradients
- Normal texture looks faceted
- Seams are visible after baking a normal texture
- Seam visible on every face
- Texture baked outside of Substance software looks incorrect
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.
- Substance Designer
- Substance Automation Toolkit
- Substance Painter
|Secondary Rays||Amount of occlusion rays. A high value will produce less noise but take longer to compute. Default is 64.|
|Min Occluder Distance||Minimum distance where the occlusion rays will hit the high poly geometry. Default is 0.00001.|
|Max Occluder Distance||Maximum distance where the occlusion rays will hit the high poly geometry. Default is 0.1.|
|Relative to Bounding Box|
If enabled, units are relative to the bounding box of the object (1.0 being the diagonal length of the bounding box). If disabled, units used for the minimum and maximum occluder distances are the ones defined when exporting your mesh (meters, centimeters or whatever units the exported scene is).
|Spread Angle|| Maximum spread angle of occlusion rays. Default is 180. |
Angular distribution of occlusion rays. Defines how the rays are scattered inside a cone of the size of the spread angle.
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.
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.
To learn more about matching geometry see: Matching by Name.
|Normal Map||Optional path to a normal texture. Can be used to replace the internal computation of the baker.|
|World Space||If enabled, the normal texture is interpreted as a World Space normal instead of a Tangent Space.|
Format of the Normal texture if in Tangent Space.
Defines how occlusion is attenuated by occluder distance.
|Ground Plane||If enabled, simulate a plane under the mesh bounding box on the XZ axis to collide with secondary rays. This simulate shadowing coming from an invisible floor plan.|
|Ground Plane Offset||Allows to shift the plan away from the mesh to reduce the intensity of the effect. The value is absolute and not relative to the mesh size.|