ShaderMap Version 3.x
Ambient Occlusion from 3D Model

Generates an Ambient Occlusion Map using a Source 3D Model as an input. Ambient Occlusion represents shadowed areas on an object where white pixels are not at all occluded and black are completely shadowed. The plugin has two methods of rendering: Base Model and Cage Projection. Base Model only requires the Source 3D Model to bake AO, the Projection method requires both a Source Model and a Cage Model properly setup to surround the Source Model. Below are listed the properties shared by the rendering modes with an additional property at the end for use with Cage Projection only.

The Material Visualizer multiplies this map by the diffuse texture when rendering default materials.

The preview shown during the rendering of this map in the Map Preview and in the Material Visualizer is a lower quality version of the map and should not be used to guage the final map output.


Source 3D Model - A 3D Model with valid texture coordinates. Optional Cage Model.


Name: Type: Description:
Render Type List Base Model - This method requires only a Source 3D Model with valid texture coordinates.
Cage Projection - This method requires a Source 3D Model and a properly setup Cage Model with valid texture coordinates.
Multisample Count List Select from x2, x4, x8, and x16 multisampling. The greater the sampling the greater the smoothness of the pixels but the longer it can take to render the map.
Preview Checkbox If checked the resulting map will be produced at a lower resolution then upscaled when rendered. Good for quickly setting up renders.
Ray Count Number The number of rays cast at each pixel of the AO map. A high number will result in a higher quality map.
Ray Length Number The length of each ray cast. For comparison the scaled size of the imported 3D Source Model is always to a bounding sphere with a radius of 50.
Ray Spread Number A value ranging from 0.0 to 1.0. At zero the rays are distributed evenly on a hemisphere, at 1 they are all pointing up. Rays are distributed using a Cosine mapping of the Hammersley Point Set (quasi Monte Carlo sequence).
Occlusion Bias Number Creates a bias on how occluded a ray is when it hits. Valid ranges are betwee 0.0 and 1.0 though higher values are not limited in the control.
Expand Edges Number Expands the edges by a number of pixels after the rendering is completed. This is done to fill any seams that may appear when mapped to polygons.
Map Width / Height Number The size of the map to be rendered.
Model Material ID Number The Material ID for this map as defined by the 3D Model Setup. Material IDs represent groups of polygons that share a texture material.
Cage Material ID Number (CAGE PROJECTION ONLY) The Cage Model Material ID for this map as defined by the 3D Model Setup. Material IDs represent groups of polygons that share a texture material.
UDIM Checkbox Enable if the model uses UDIM texture coordinates. See the UDIM Support section for more details.
UDIM ID Number The UDIM ID number. This ID represents the UV tile offset the map will use when rendering. See the UDIM Support section for more details.
Render Alpha Checkbox If enabled, the final map will have alpha values of zero where there are no model pixels.

ShaderMap Software Documentation
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