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Substance painter tessellation
Substance painter tessellation













substance painter tessellation

Remaps the ambient occlusion map in the green channel of the Mask Map between the minimum and maximum values you define on the slider. HDRP uses the green channel of this map to calculate ambient occlusion. PropertyĪssign the ambient occlusion map in the green channel of the Mask Map Texture.

substance painter tessellation

The ambient occlusion properties are in the Surface Inputs drop-down of your Shader. Lit Shaders that use forward rendering don't have this constraint and don't affect emission. Note: Ambient occlusion in a Lit Shader using deferred rendering affects emission due to a technical constraint. To do this, you must use the green channel of a mask map. When you create the Texture, you must apply it to a Material. When authoring ambient occlusion Textures, be aware that a value of 0 specifies an area that's fully occluded and a value of 1 specifies an area that's fully visible.

#Substance painter tessellation software#

To generate an ambient occlusion Texture, you can use external software like: It calculates specular occlusion from the Camera's view vector and the ambient occlusion Texture to dim reflections in cavities. HDRP also uses the ambient occlusion Texture to calculate specular occlusion. Since these details don't exist on the model, you must provide an ambient occlusion Texture for HDRP to occlude indirect lighting (lighting from Lightmaps, Light Probes or Ambient Light Probes). The High Definition Render Pipeline (HDRP) uses ambient occlusion to approximate ambient light on a GameObject’s surface that has been cast by details present in the Material but not the surface geometry.















Substance painter tessellation