How do you guys use ambient occlusion with your diffuse texture map?
sparin`ly
How sparin'ly?
use where?
On the diffuse texture map
Mostly as mask for dirt or wear and tear but always sparin'ly, never pure.
>>523971
You are not supposed to now for pbr but does anyone here think it looks shit without it.
>>523989
>does anyone here think it looks shit without it.
Yes. There is no realtime light tracer in existence as of 2016 that can compete with baked GI. Which is what you should use instead of mere AO. But even prebaked AO has a quality of sampling you just don't have available in a realtime renderer.
PBR have a lot of merit as a concept, but don't let it enslave you.
>>523996
PBR isn't a realtime or non-realtime exclusive method you retard.
>>523971
Why would anyone use prebaked ambient oclussion in non RTR? If its for RTR just use the levels to sharp the image and let the rest to the RTR engine.
>>524000
>Why would anyone use prebaked ambient oclussion in non RTR?
If the geometry is static why calculate the ao part again each time if you dont have to
>>523996
are you fucking retarded? you don't use AO on your albedo, if you want to prebake it you just put it in the AO slot in the shader so it can accurately use it instead of applying it regardless of lighting (AKA overlaying it on your albedo)
>>524009
you don't "bake" AO
>>524010
Sure you can. sorry bud. Let's read from UE4's documentation shall we?
"Ambient Occlusion
Ambient Occlusion is used to help simulate the self-shadowing that happens within crevices of a surface. Generally, this input will be connected to an AO map of some type, which is often created within 3D modeling packages such as Maya, 3ds Max, or ZBrush."
You don't use an pure unaltered prebaked AO in your Albedo map, thats just wrong.
But like i said earlier you use the AO + curvature map as an mask for dirt and wear and tear on your albedo and your roughness/glossiness map.