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Ambient occlusion when exporting as *.fbx

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  • mochi
    Greg Croft Thank you so much for your reply!

    I managed to find the blend_ao UV Set
    Click image for larger version

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    But I'd like to ask a few more questions to confirm my understanding of what is being stored in the UV coordinates

    1. I assume that V value (vertical 0~1) represents the AO value (0 = black ~ 1 =white), is this correct?
    2. If U value (horizontal 0~1) is the branch blending amount, how do I utilise these values in my tree shaders? For examples, if 0 = blend, and 1 = no blending at all, what is the conventional way to use these numbers?

    Thank you!

    Leave a comment:

  • Greg Croft

    A game FBX includes the RGB vertex color in a channel called "color". It also includes the branch blending amount and AO in a channel called "blend_ao", and the lighmap uv, if applicable, in "lightmap". These come in different ways in different apps, sometimes as a color and sometimes as a texcoord. So, all the information should be in there for you to use.

    Hope this helps

    Leave a comment:

  • mochi
    started a topic Ambient occlusion when exporting as *.fbx

    Ambient occlusion when exporting as *.fbx

    Hello again!

    My trees are using vertex RGB adjusted in SpeedTree for other in-game functions, and I am not sure how to include the computed ambient occlusion with the *.fbx export (SpeedTreev8.4 indie for games).

    I'm wondering if there are any other options to put AO info with the exported trees (that isn't vertex RGB colour; for example, vertex alpha channel)?

    Thank you in advance!