How is the ambient occlusion map generated if it looks different than the equivalent without the AO map?
haotingl
Why would not using AO map lead to glowing in the mouth?
mateib
How is the ambient occlusion map generated if it looks different than the equivalent without the AO map?
Why would not using AO map lead to glowing in the mouth?
I believe the shading without AO is only based on surface normals (orientation of the surface), while the AO map computes light ray interactions too, where one part of the model can block out light from another part.
coolbreeze
Why the process without AO map does not compute the blocked-light? It's confusing.
ohmygearbox
I feel like I see a lot of different types of texture maps, what are their differences? e.g. normal, ambient occlusion, albedo, roughness, metallic, specular...
Koke_Cacao
I feel like I see a lot of different types of texture maps, what are their differences? e.g. normal, ambient occlusion, albedo, roughness, metallic, specular...
Checkout: Blinn Phong BRDF Model, PBR Specular Glossiness Model (or visit my posts https://kokecacao.me/page/Course/M22/GM-104/Lecture_005.md if you like images)
How is the ambient occlusion map generated if it looks different than the equivalent without the AO map?
Why would not using AO map lead to glowing in the mouth?
I believe the shading without AO is only based on surface normals (orientation of the surface), while the AO map computes light ray interactions too, where one part of the model can block out light from another part.
Why the process without AO map does not compute the blocked-light? It's confusing.
I feel like I see a lot of different types of texture maps, what are their differences? e.g. normal, ambient occlusion, albedo, roughness, metallic, specular...
Checkout: Blinn Phong BRDF Model, PBR Specular Glossiness Model (or visit my posts https://kokecacao.me/page/Course/M22/GM-104/Lecture_005.md if you like images)