DassaultSystemes-Technology/EnterprisePBRShadingModel

Baked Quantity: Ambient Occlusion

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In most material models, at least for real-time applications, there is the addition of baked quantities which are usually mapped onto an object using unwrapped UVs. There are two primary ones that I would encourage you to adopt. I will create them as separate issues.

This issue is for Ambient Occlusion:

This is ultra common and supported in Unreal Engine 4's default materials. It is not relevant for non-real-time applications, but for real-time applications it can be incredibly important for fast rendering of complex beautiful scenes. Ambient occlusion only really affects indirect light sources.

The answer that I was missing earlier when I wrote this post is that Ambient Occlusion and Light Maps are geometry features and not a material feature -- thus it is inappropriate to support them via the Enterprise PBR material model. But they are still fully supported in glTF via this orthogonal specification method. Thus problem solved.