Ambient Occlusion slot in the principle shader
I know its possible to multiply an ambient occlusion texture with a diffuse texture and connect the result into the color slot of the principle shader, but... as seen in other software shaders (such as unity's standard shader) AO also affects material reflections so having a AO slot in the principle shader could give better control with less work AND could make much easier the export material process from blender to unity for instance.
7 Comments
Actually it work not exactly how you describe. AO slot affect shaded areas where no direct light, only indirect.
Multiplying AO to BC giwes incorrect picture (
here UE4 example
).
+1
* @IIIFGIII * Yes, thats why there is need of proper AO input.
Specular have AO input that works good.
- (eevee: none, ao, mixed)
Metallic shader before it was removed also had AO input that worked.
* @Pawel Piotrowski * wow didn't know about that, why was it removed?
* @juanmanuellynch * it was merged into principled no idea why removed major functionality
developer.blender.org/rB036f43f3cde472867de87032297d74390aa2815e
devtalk.blender.org/t/alpha-opacity-displacement-parallax-and-ao-input-for-the-principled-shader/3096/8
That would be awesome
+1 It is annoying when you export FBX that AO, Normal are not connected to material. They get ignored because first connected node is "multiply" instead of "texture"
+1 This would be a very welcome upgrade for 3D artists working with Unity, Unreal, or any other game-engine. Would be great if it also matches occlusion inputs when exporting .usd or .gltf files.