Baker and Output for Cavity/AO map
Would like Painter to have a baker and map output for Ambient Occlusion/Cavity mapping appropriate for the UE4 material workflow.
Currently after finishing work in Painter, I have to reload Designer, input my Painter height and normal outputs and make up a new Ambient Occlusion output that's modified to only occlude the fine cavities from the details. Would be nice to not have to load up Designer every time to do this.

5 comments
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a_mattano commented
When an ability is add, please make a link in the comment
Place add a link to a tutorial specific about this the ability to add the bakes as outputs Cavity/AO and export them. I can't find it. -
lodendsg commented
PS I'm looking at this for Unity 5 though I assume if its an available output it could be used no problem on any export.
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lodendsg commented
With the AO outputs I hope to see at least an option to consider the resulting texture normal so the output AO considers the details of the resulting texture.
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msperling commented
from what I have seen the bakes in painter require a high and a lowpoly mesh - if no high poly mesh is available the lowpoly serves as the source
in designer you can however create bakes from a lowpoly mesh that has a Tangent space normal map assigned and it captures all the fine Details.
the same should be true in painter - that's my wish for today :) -
Baking is now included in Painter, we will add the ability to add the bakes as outputs and export them.