Author Topic: Ambient occlusion in AR  (Read 474 times)

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Offline Eric Summers

Ambient occlusion in AR
« on: September 16, 2022, 02:06:49 pm »
Has anybody else had massive issues with ambient occlusion when exporting to USDZ/GLB? My geometry gets covered in these crazy patterns of black shapes. Exporting without AO looks as it should.

It sure would be nice if it worked properly since the AO adds a nice level of detail.

Offline INNEO_MWo

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Re: Ambient occlusion in AR
« Reply #1 on: September 17, 2022, 11:17:31 am »
You need a lot of samples to make AO look good. Also take care care of correct normals. AO look pretty good on assets with a few parts or large part (IMHO). AO doesn’t work with animated scenes.


May you share a screenshot or sample?

Offline Eric Summers

Re: Ambient occlusion in AR
« Reply #2 on: September 19, 2022, 07:24:42 am »
Here is a very zoomed in look at what I'm getting. This is specifically when exporting for augmented reality. I use ambient occlusion for static images with no problems; it seems to be a USDZ/GLB issue.

Edit: I checked all the parts to make sure the normals were correct before exporting.