Ambient occlusion procedural materials


I went a bit overkill on the AO node. I made the AO logic into a node group and reused it on the beams and the ground material. I also used a mix shader on the ground to switch between two PBR texture materials based on the AO value. I turned down the HDRI strength and added emission to the window material to make it feel a bit more lived-in.

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I also used some of the ideas in this video https://www.youtube.com/watch?v=42K8Hc3fbtA to randomise the AO distance a bit with a noise texture, so the AO effect isn’t as predictable.

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Looking good and thanks for your extra source :grin:

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