Labs Calculate Occlusion

Ambient Occlusion is a common operation where areas that are self-occluded become darker. Traditionally, this is done as a rendering step, but we have added this node to do it at the geometry level. This is very handy for doing several biased operations, like choosing the cost for a shortest path algorithm, biasing less poly reduction on occluded areas, or increasing scatter density.
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For more information on SideFX Labs and how to get the tool visit: https://www.sidefx.com/products/sidefx-labs/
HIP File: https://github.com/sideeffects/SideFXLabsExamples/tree/main/artstation/calculate_occlusion/calculate_occlusion.hip

Ghibli/Anime Style Rocks Smart Material by Stylized Station: https://sketchfab.com/3d-models/ghiblianime-style-rocks-smart-material-7cd29c1e388f4f17b95465e00e89fa17

Dragon Age - Qunari by mjthehunter: https://sketchfab.com/3d-models/dragon-age-qunari-82bd872b4941493dbdd054723e4eccbd

Epikur Sculpture Fotoscan by Timvias: https://sketchfab.com/3d-models/dragon-age-qunari-82bd872b4941493dbdd054723e4eccbd

This post is prepared by: https://www.artstation.com/mohamad_salame1

Captured in Unreal Engine.

The base color texture comes from the ambient occlusion computed on a high-res scanned model and then transferred to a game-ready low-res model with UVs.

The base color texture comes from the ambient occlusion computed on a high-res scanned model and then transferred to a game-ready low-res model with UVs.

Apart from vertex color and texture baking, the ambient occlusion attribute calculated from this node can also be used to drive scattering, poly reduction, and many other geometry processes.

From left to right: 1. high-res scanned model; 2. ambient occlusion calculated per point; 3. UV unwrapped from low-res model and transferred to high-res model; 4/5. vertex color transferred to texture space and resulting texture applied to low-res model

From left to right: 1. high-res scanned model; 2. ambient occlusion calculated per point; 3. UV unwrapped from low-res model and transferred to high-res model; 4/5. vertex color transferred to texture space and resulting texture applied to low-res model