Absolutely awesome help guys!
You can setup a complex node setup material and bake those into textures. One of the annoying things in blender is that there are so many things which other objects can interfere with the bake. If you have completely black areas it is usually sign of overlapping objects. Some object somewhere could be set to visible. Eye icon and the monitor icon don't hide objects from bakes. Only the disable in renders icon does (camera icon). Same with collections. You need to manually disable everything in renders so they don't block your bake.
Thanks for the tip - I make a mental note to always double check for dark areas caused by overlooked mesh issues - completely forgot about that ;-)
The dark areas I had experienced luckily were caused by me using the compelte default world render settings, cleverly completely hidden (they really belong into the AO Bake tab, thanks for the hint
@Stereo I would have never figured this out in a hundred years!
And what's the difference between adding a vao patch later?
VAO patches (tracks and now cars (?!) are really great and I love what Ilja is constantly coming up with.
In my case they really don't help though.
I would like to incrementally (read: perpetual tinkering) work on a car and piece by piece bring the objects in to shape, texture it as I learn and as I improve say a texture on an object I want to have the exact AO bake settings already in place and saved and be able to have repeatable results (AO baking in different builds with the exact same settings.
It seems so far that with Blender this is possible and it saves a lot of work going through the external AO baking process on each test build just to test something out.It also easily allows to change settings and save them easily which is much more cumbersome with an external command line bakery for VAO patches.
There is no light source for AO, it just calculates what percent of directions are blocked by other objects and puts that into the texture. So any objects that are renderable (as above, these may be hidden in the viewport)
One very annoying part of 2.80 is you can no longer bake part of an object, every material gets baked to its active texture. My workaround for this is an extra node that looks like this.
It's just a 1x1 texture that's selected (orange outline) instead of the regular baked texture. Blender still spends time baking this but it's less than if you used a high resolution texture. So I only leave the material I'm actually working on the AO for with an active texture.
Blender hides the actual AO settings in a different tab from the bakes:
I believe factor is the maximum it can be occluded (ie. 1.0 means black). Distance is how far it tests rays; on 2.79 I used about 0.5m, but on 2.80 it seems like Cycles requires much larger values to actually generate dark enough maps.
I found 128 samples too noisy so I have AO sampling at 1024. Takes a while using my 1070 so you might not want to go that high. This is still noisier than 2.79 internal renderer was with 16 samples, I guess they use different methods of counting.
VAO-patch is not really a tool for original content, it's for conversions from sources that don't texture everything.
Wow - really great tips and tricks here!
Thanks so much for sharing!
The issue with the essential AO bake settings hidden in world settings is something no Blender beginner will ever possible find ;-)
I found with using
@AccAkut and your settings when setting this in"World Properties":
I get about similar nice mild grey results (but still much more noise which I am still trying to find out how to avoid).
When using even much lower settings as "Factor" (as low as 0.01) and the default (?) Distance of 10m I get bad results (extremely noisy and still dark black shadows).
When using Factor: 0.5 and Distance 0.5m the results look much more what I want to achieve (still not as nice what I currently get out of Content Manager + Photoshop) but I am getting there at some point.
Question:
What does the "Ambient Occlusion" node do which is available in the node editor?
I tried to variate some settings wildly but did not see any response in the resulting baked texture (neither when trying to mirror the settings in "World Properties" and AO Bake nor when wildly deviating from them - ti seems the AO node properties are overruled by the AO bake in the World and Render tabs on the right ?
Am I understanding the AO node wrong ?
I thought I could use it to individually per material be able to fine tune AO (different settings for each material) ?
AO node in material node editor (default settings it comes with):