On this website, one of my very first tutorials was about setting up PBR textures in Blender and explaining the purpose of each texture. In that post, I described the role of AO maps as:
Description: AO textures are used to reflect fake shadows across the surface our mesh. It’s usage is not suggested within Blender’s Cycles engine since it is capable of tracing and calculating realistic shadows.
When we compare the technology available today with that of the early 2000s and now, the difference is enormous. We no longer need to compromise on many aspects to achieve a visually pleasing result. This idea prompts a question: If we can effortlessly calculate shadows in real-time, do we still require AO maps? After all, all ambient occlusion maps do is reflect ‘fake shadows’ across the mesh. The straightforward answer is yes, we still need AO maps, and they remain relevant. A more detailed explanation follows.
With Ambient Occlusion Map
No Ambient Occlusion Map
In modern texturing workflows, the AO map is often utilized more akin to a ‘cavity map,’ enhancing shader detail rather than capturing the most realistic representation of the mesh when light traces hit it. This adjustment aims to make the appearance more pleasing to the eye.
You might then wonder, what sets AO and cavity maps apart?
An ambient occlusion (AO) map and a cavity map serve similar purposes in texturing, but they capture different aspects of the surface of a 3D model.
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If you’d like to learn how to create your own AO maps in Photoshop, I also have a tutorial for it here. If there is any confusing part in this post, feel free to contact me, and I’ll do my best to answer your question.
Note: If you are tired of watching video tutorials and would like to see more text-based tutorials like this one from me, you can support me on Patreon so I can dedicate more time to creating them.