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  • Published 27 Sep 2024

Better ambient occlusion: Selective AO and normal data for masking

The AO shader node is very useful tool for more procedural control. It can be improved somewhat.

For example, the option to define a collection in the node itself and only have the AO be affected by said collection would be a great QOL feature for procedural details like grime, so that it isnt affected by characters for example.

Additionally, a new output that returns the normal of the face that is causing the AO would be very helpful, giving more control. What i mean is that in a way, the AO color is set to the color representation of the adjacent face's normal, allowing for masking depending on exactly that. For example, when procedurally adding grime to a wall, at the top of the wall, it tends to be more elongated streaks, while at the bottom it is more blobby.

All this is in theory already possible, but it would require baking, UV trickery or custom made textures, all of which are a significant time consumer when working on a larger scene with multiple objects and materials.

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Development Status: Open

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snens
27 Sep 2024

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