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Expand All Collapse All
  • Introduction to 3DCoat
  • Getting started
    • System requirements
    • Activating 3DCoat
    • Startup error
      • Startup error Mac
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
    • Folders Structure
      • Custom documents folder
    • Different Forms of “Resolution”
    • Import and Export
    • Applinks in 3DCoat
      • Blender 4.1 applink
        • Blender with the Applink in Linux
      • Blender 4.2/3 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • Opening Dialog (Quick Start Menu)
    • Navigation Panel
    • Camera and Navigation
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • Navigation using 3DConnexion devices
      • How to compile Spacenavd on non Ubuntu distro
    • Stylus doesn’t work in sculpting
    • Hotkeys
  • Interface
    • File
    • Edit
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • Preferences
    • View
    • Symmetry
    • Textures
    • Calculate
    • Layers
    • Freeze
    • Hide
    • Bake
    • Curves
      • Curves editor
      • Fill with mesh layer
      • Scale of imported curves
    • Windows
      • Tabbed and Popup Panels
      • Controls
    • Scripts
    • Addons
    • Capture
    • Help
    • Room Customization
    • Modify or Create new Room
  • Brush Components
    • Brushes general use
      • Create alpha brushes and decals
      • Making alpha from current sculpt
      • Create a Brush from a 3D Object
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • Strokes
      • Curves Popup Menu
    • Brush Options panel
    • Brush Top Bar
    • Conditions Limiter
    • Strips Panel
    • Stencils Panel
    • Smart Materials
      • Add new images or materials
      • Attach a Smart material to a layer
      • Import Quixel Material
    • Presets for Brush alphas
  • Workspaces Rooms
    • Paint
      • Texture Painting & Modes
        • Per Pixel Painting
        • Displacement Painting (Micro-Vertex)
        • Ptex Painting
        • Surface Painting (Vertex painting)
      • Importing Into the Painting Room
        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • Lock Normals
        • Load new UV layout After Model Changes
        • DAZ Genesis models into 3DCoat
      • Paint Menus
        • Edit menu
        • Textures Menu
          • Texture Baking Tools
        • Hide
        • Bake Paint menu
        • The Color Picker
      • Top Bar for the Painting
      • The Layers Panel
        • The Blending Panel
        • Layer and Clipping Masks
      • Left Tool Panel
      • Opacity & Transparency
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      • Exporting from the Painting Room
    • UV
      • UV Top Bar
      • UV Left tool panel
      • UV Preview Panel
      • UV workflow example
      • Importing Into the UV Room
      • Exporting from the UV Room
    • Retopology
      • Importing into Retopo Room
      • Retopo Mesh Menu
        • Virtual Mirror Mode
      • Bake menu
        • Autopo Baking guide
        • Baking guide
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        • Select geometry
      • Left tool panel
        • Overall Purpose & Function
        • Add Geometry in the retopology room
          • Strokes tool in Retopology
        • Tweak Tools
        • UV Tools
        • Commands for Retopology room
      • AUTORETOPO
        • Autoretopology Guide
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      • Sculpt Layer
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      • Sculpt Brush options
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        • Pure Voxel Sculpting
        • Density and Resolution
        • Clay Engine
        • Right-Click Menu
        • Voxel Tools
        • Surface tools on Voxels
        • Voxel Adjustment Tools
        • Volumetric Painting
        • Transform Tools
        • Voxel Objects Tools
          • Voxel Primitives & Import Tools
      • Surface mode
        • Surface tools
        • Surface custom tools
        • Surface adjust tools
        • Surface transform tools
        • Surface Painting
        • Surface Objects Tools
          • Sculpt Primitives & Import Tools
        • Multi Level Resolution
          • Multires tools
          • Multires adjust
          • Multires commands
        • Right-Click Menu
      • Sculpt curves
        • Spline Curves
        • Splines model creation
      • Commands for Sculpt room
      • Vector Displacement
      • Live Booleans
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      • Exporting from the Sculpt Room
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      • Comparison of different roughness values
      • Render Panel Functions
      • Turntable
      • Fakebake the lighting -non PBR-
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    • Modeling
      • Mesh Menu
      • Left tool panel
        • Add Geometry
        • Tweak
        • UV panel
        • Commands panel
        • Selected
        • Entire Mesh
      • Loft surface example by Fluffy
      • Blockout by Poeboi
      • Import Zbrush Polygroups for UV mapping
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    • Photogrammetry
      • How to install Reality Capture
      • Reality Capture doesn’t show up ?
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Calculate Occlusion

911 views 1

Written by Carlos
March 8, 2024

This baker runs a routine that calculates “Ambient Occlusion” (global illumination) based on tracing a number of light rays surrounding an object.
Use this to simulate “real world” ambient lighting situations. It may take a long time to complete. This tool calculates the global illumination from many spot lights distributed over.

The grey scale results will be written to the current layer. So it is better to create a new layer and set color operation “Modulate” or “Modulate2X”.

An occlusion calculation tool is specially optimized for high polygons (several million), it is fast but you know that it still needs some time in such high polygons.

Light sources (distribution of lights)


  • 1) over the hemisphere
  • 2) over the sphere
  • 3) over hemisphere + sphere

Lighting render target: You must choose a layer to which the occlusion calculation is placed. You can choose to add a new layer automatically or overwrite the current layer. In the first case, you do not forget to delete a new layer for light calculation. Also, a new color option, “To time,” is installed for a new layer. In the case of rendering the former layer, all its color information will be deleted.

Lights count: The more lights, the longer the calculation. The more light sources there are the better the quality of lighting and the longer its calculation.
The maximum value is 256, and the minimum value is 16.

Additional anti-aliasing samples: Amount of post-smoothing steps after occlusion calculation. The calculation will be used the texture several times bigger. This allows you to get rid of some artifacts if there are too small UV islands or long pixels.
Warning: this function will slow down the calculation and consume more RAM and VRAM.

Separate paint objects: Explode the object on parts to avoid wrong AO contact projections.

Tutorials


AO Baking w/ OpenGL & Normal Map utilization: This video covers two major new improvements to AO baking in OpenGL acceleration and Normal Map utilization.

Tags:occlusion map

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  • 3DPrint
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Light sources (distribution of lights)

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