PBR Textures in Blender Part 4: Ambient Occlusion Explained
Автор: UDOCGI
Загружено: 2025-08-05
Просмотров: 575
Описание:
In this video, we continue the PBR texture series and explore how Ambient Occlusion (AO) maps work in Blender.
We’ll look at what AO maps actually represent, how they’re different from real shadows, where to plug them in, and how Cycles and Eevee handle them differently.
I’ll also show how you can use AO creatively — like using it as a mask to add extra shading or dirt.
0:00 Introduction
0:15 AO Map Colors
0:52 AO in Real Life vs 3D
2:02 How to Use AO Maps in Blender
2:34 Limitations of AO Maps
3:29 AO Behavior in Cycles
4:19 Understanding AO on a Larger Scale
5:50 Thumbnail Example Breakdown
6:48 AO in Cycles vs Eevee
8:57 Using AO Maps as Masks in Blender
11:16 End
If you missed the earlier parts, you can watch them here:
📺Part 1: Color, Roughness, Metallic & Height Explained: • PBR Textures in Blender Part 1: Color, Rou...
📺Part 2: Normals Explained:
• PBR Textures in Blender Part 2: Normals Ex...
📺Part 3: Normals Wrap-Up:
• PBR Textures in Blender Part 3: Normals Wr...
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