Week 16 - Material ID and Ambient Occlusion
Week 16 - Material ID and Ambient Occlusion
What Have I Learned This Week?
Material ID
Material IDs are texture maps that code areas of the UV for specific textures and materials.
To start making a material ID, I went back to my Crimson Destiny 2 model I made and Unwrapped it to create a Normal Map.
Changing the transfer to UV Space
Ambient Occlusion
An Ambient Occlusion map is used in 3D production to create shading around areas of overlapping or clipping meshes. This map is easily created by applying an ambient occlusion texture to the model and rendering a map through render to texture using Arnold Renderer.
Ambient Occlussion Map





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