how do i use ambient occlusion maps in cycles?

can anyone please tell me how I’d go about using ao maps in the cycles render engine. I just can’t find this info anywhere.

And I mean specifically ao maps and not the basic ao in the world settings I need to use it on a texture map in the node editor.
please help.

a)Use Color mix, multiply AO and diffuse texture.
b)Use AO as a Factor to mix two shaders - one general surface material, another - dirty surface.

thanks but, can u please show a screenshot or something that can give me a better picture of the node setup,if it’s no trouble.

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Something like this?
I added a colorramp assuming it is a B&W image-map. If you add a third middle point you have something very close to the PShop levels. Alternatively, you could use a curve RGB node.


Edit: please connect the multiply (math) to the socket of the diffuse node, I forgot it. LOL (in a hurry, happens to everyone)

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this sort of helps thank u,just one question,where do u find the first box named “AOmap” I only can find the ambient occlusion one in shaders and it’s a way different type.

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No no !
It is just a texture node, you can rename nodes under N panel
You don’t have to, tried to help.
Sorry for this mess.
:slight_smile:

oh lol I see

thanks very much I’m really grateful.

Sorry but I can’t find the multiply texture, I use math that I convert to multiply but there are no color1 and color2 entries…

Add/Color/Mix RGB.
I’m not a fan of multiplying diffuse, as we don’t use “ambient” light in Cycles - and it’s purpose, as given by the name is to “occlude ambient light”, not all light. This image explains it.

I would be ok to use it to lower spec (possibly also diffuse) in crevices on a model where the crevice is simplified, as realistically more bounces would be required to reach the eye and thus more energy would be lost. But not for general contact between objects, regular GI handles this well enough.

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