How to bake ambient occlusion in Blender
Ambient occlusion is the soft darkness in folds and under edges. Baked into a texture it gives clothing depth even in flat light.
What you need
- Blender with Cycles
- An unwrapped garment (and its high-poly version if you have one)
Steps
- Prepare an image. Add an Image Texture node with a new image to the garment's material and keep it selected.
- Choose the bake type. In Render properties > Bake set Bake Type to Ambient Occlusion. Tick Selected to Active if you bake from a high-poly version.
- Raise the samples. AO is noisy at low sample counts. Raise the render samples until the result is smooth.
- Bake and save. Press Bake and save the image.
- Use it. For classic textures, multiply the AO over the colour map in your image editor. For PBR, the AO goes into the red channel of the combined occlusion-roughness-metallic texture.
Tips
- Hide the body while baking unless you want its shadow on the inside of the garment.
- A little AO goes a long way; too much makes fabric look dirty.
- Bake with the garment in its rest pose.
Next
- How to make PBR materials for Second Life
- How to texture clothing in Substance Painter for Second Life
Words you do not know? See the glossary. All guides: how-to guides.
This page is a written overview. In the SL Designers video courses you watch clothing being made from start to finish, and our Blender addons take over much of the technical work.