Strange Shadows in Ambient Occlusion Rendering

I’m trying to get a pure AO rendering of my city model. There are no lights in the scene or anything else that could mess with the shading that I know of. So why do all these faces turn out so dark? It’s the same if I try to bake the AO onto textures. It looks like the standard viewport shading somehow gets factored in… Is this some kind of bug or am I doing something wrong?



Nevermind… I found the problem. I set the “normal” input of the surface material to “uv”, that’s what messed with the AO. Not sure why, though…