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Case scenario, Im doing an airplane panel, and I would like to make AO for the gauges, but the glass texture set will darken the result. Isnt it somewhere a simple tick does says, exclude glass from AO computation?
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Hello @RodFdez,
The most common workflow isn't to exclude the AO computation, but to paint over the current map. There is a specific workflow to follow:
1. Add the AO channel in the Texture set Settings properties
2. Turn the AO mixing mode to Replace.
3. Create a new Fill Layer, put your baked AO map in the AO slot and switch its blending mode to Normal instead of Multiply.
4. Create a new Layer, set its blending mode to Normal and paint where you want to correct the AO
In your case, this solution isn't perfect because it will completely remove the AO for the gauges, or you'll have to recreate it yourself.
Another solution would be to separate the glass from the rest of the 3D mesh in your modeling software, give it another name and set the Self Occlusion option to Only Same Mesh name in the AO baking parameter.
Best regards,
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Thanks for the quick response, but neither of those tricks would be good, the second one because I have more than 2 texture set so despiste it could avoid the Glas for Ao it would also avoid the other sets.
Actually I found a better solución that is just to export the glass mesh displaced a few meters, does the trick but also not ideal as I cant see the glass on top of the gauges.
I would love to see in the future some way to specify sets properties like AO exclussion.
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You can set the Self Occlusion parameter only for the Texture Set with the glass.
Export the AO with Self Occlusion (RMB > export resource...), bake once again the mesh as usual, reimport the self occluded AO, add it in the layer stack and mask everything except the gauge parts using the 1st workaround I told you earlier (tell me if it isn't clear).
Definitely tedious, but the result should be clean.