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.
|Ignore Backface||If enabled, 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.|