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VaM 1.x Ambient Occlusion Material in Unity?

Threads regarding the original VaM 1.x

Okachu

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I think I have sorted everything right but struggeling with one material.

ambient occlusion.jpg


AO - Albedo
BC - Detail Albedo x
E - Height Map
M - Metallic
N - Normal Map
O - Occlusion
R - Roughness

Internal_ground_ao_texture - Ambient Occlusion?

Can I ignore this?
 
Solution
  • It might likely be that AO_phong3 is your AmbientOcclusion texture. AmbientOcclusion does darken tight corners to create a fake AmbientOcclusion. It should be fairly obvious when you apply it.
  • Potentially, depending on what object/material this is, Albedo could be just white and therefore not need a texture.
  • E_phong3 is probably Emissive, so areas that are always bright, even without light. Usually used for fake-lightsources. Certainly not a HeightMap. Since you got a NormalMap, quite possibly your material does not need a HeightMap.
  • Not quite sure what "BC" is supposed to be, possibly a combination of different things in the different color channels. Quite probably not Detail Albedo, though...
  • It might likely be that AO_phong3 is your AmbientOcclusion texture. AmbientOcclusion does darken tight corners to create a fake AmbientOcclusion. It should be fairly obvious when you apply it.
  • Potentially, depending on what object/material this is, Albedo could be just white and therefore not need a texture.
  • E_phong3 is probably Emissive, so areas that are always bright, even without light. Usually used for fake-lightsources. Certainly not a HeightMap. Since you got a NormalMap, quite possibly your material does not need a HeightMap.
  • Not quite sure what "BC" is supposed to be, possibly a combination of different things in the different color channels. Quite probably not Detail Albedo, though.
  • Internal_ground_ao_texture does not look like it belongs there, as texture coordinates don't seem to align with the other textures.
 
Upvote 0
Solution
bc - base color
ao is not necessary if your scene does not contain reflection probes. In the old Unity (vam) probe controls reflections based on ao map.
If scene doesn't contain reflection probes you can't just mix it with color in unity; AO map is needed to cutoff reflections in places where they shouldn't appear (for example on the back of a sofa near a wall). This makes the back side of sofa completely black and removes "median color haze" received from probe. AO maps are also needed for normal bending on assets for calculating average light direction.
To simplify all this - ao it is occluded light for a surfaces
 
Upvote 0
Internal ground AO is a stoopid texture created by Sketchfab (at least that's the only place I saw it) to fake "ground shadows" by the current object... it's probably a way of allowing "display" of objects if you don't have a proper realtime shadowing system (which might be the case in their web player) and emulate a sort of contact shadow on the ground.

AO (Ambiant occlusion) is a Mac's say, faking proper ambiant occlusion without having a realtime AO. It makes the object look way nicer with a lighting system that does not provide AO like VAM has.
Contrary to what EvilBox said, it's used on a wider extent than simply reflections... and enhances darker spots of an object. Some people will tell you modern engines don't need this anymore, but I find that the AO map tends to improve overall AO better and smoother than realtime AO.
 
Upvote 0
It's probably for an internal light/color. I had the AO in another asset that lightened up a second mixed color part. It's maybe more clear if I finally release them.

Hmm, I could just post the model..


I think I should have put it into the middle tube?

and the other model with AO was this one. It lightened up the cable and looked right this time.

 
Last edited:
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