
Blender is a community-driven, free, and open-source software for 3D modelling, animation, and rendering. It offers a wide range of tools for artists to modify their models, including ambient occlusion, a form of indirect global illumination that shades objects based on surface proximity. This shading effect can be added to painted textures in Blender through a process called baking. Baking involves using Blender's Texture Bake rendering subsystem to create an ambient occlusion map, which results in a greyscale image representing the shading. This can then be overlaid onto the painted texture to enhance the three-dimensionality of the object without the use of harsh shadows.
| Characteristics | Values |
|---|---|
| Purpose | To add weathering effects to corners only |
| Function | Computes how much the hemisphere above the shading point is occluded |
| Performance | Keep the number of samples used for ray-traced ambient occlusion sampling as low as possible for optimal performance |
| Detection | Detect convex rather than concave shapes |
| Shading | Shading is determined by surface proximity, i.e., the distance between surfaces directly influences how well each surface is illuminated |
| Bake Mode | Select "Ambient Occlusion" from the drop-down list, and make sure to set "Normalized" and "Clear" |
| Connection | Connect a mix RGB node to the base color input, then connect the color and AO maps to the mix RGB node |
| Blending Mode | Change the blending mode to multiply, the factor should act as a strength slider for the effect |
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What You'll Learn

Connect a mix RGB node to the base colour input
To connect a Mix RGB node to the base colour input, you must first understand how the Mix Node functions. The Mix Node combines two images by working on the individual and corresponding pixels of the two input images. The node supports float, vector, colour, and rotation data types. The two images are referred to as the base image (top socket) and the second image (bottom socket). The size of the output image is determined by the resolution of the base image.
The Mix Node provides control over the amount of interpolation between the two inputs. The factor mode can be set to Uniform and Non-Uniform. In Uniform mode, a single float controls the factor, whereas in Non-Uniform mode, a vector controls the factor for each XYZ channel separately. The Blend types can be selected from a menu, with options such as Add, Subtract, Multiply, Screen, Divide, Difference, Darken, Lighten, Overlay, Dodge, Burn, Hue, Saturation, Value, Colour, and Soft Light.
The Alpha channel of the base image is always used for mixing, but the Alpha channel of the second image can be utilised by activating the Color and Alpha icon. The amount of mixing of the bottom socket is controlled by the Factor input field (Fac:). A factor of zero means no use of the bottom socket, while a value of 1.0 indicates full use. An even mix between the two images is achieved with a Fac value of 0.5 in Mix mode, but in Add mode, the same value means that only half of the second socket's influence will be applied.
The Mix RGB node can be used to adjust the colour intensity, contrast, and transparency of an image. It allows you to define a bezier curve for each colour component channel (RGB) to vary the input and produce an output value. By default, it is a straight line with a constant slope, resulting in a corresponding output value. You can create control points and change the curve's shape by clicking and dragging along the curve.
To connect the Mix RGB node to the base colour input, ensure that the node setup includes the necessary nodes, such as "Darken", "Enhance Contrast", and "Mix" nodes, to achieve the desired effect. Adjust the curves accordingly to fine-tune the output. The Mix RGB node should be connected to the base colour input, allowing you to blend the colours and adjust the base colour as needed.
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Use Blender's Texture Bake rendering sub-system
The Blender 4.4 Manual provides a detailed guide on using the Texture Bake rendering subsystem. Baking textures in Blender can serve several purposes, including baking ambient occlusion as a base for texture painting or further edits.
To bake textures, you must first ensure that your mesh has a UV map. This is a representation of where on a mesh a texture gets mapped. You can then bake textures like base colour or normal maps, which can be exported to game engines. Baking ambient occlusion can be particularly useful, as it can speed up rendering times. When baking, Blender uses the render settings (samples, bounces, etc.) to ensure the quality of the baked textures matches the rendered scene.
The Bake panel in Render Properties is where the magic happens. Here, you can select your desired bake type. Combined is a commonly used bake type, which includes textures, vertex colours, shadows, ambient occlusion, and specular highlights. You can use the checkboxes in the Influence sub-panel to selectively toggle which specific material attributes you want to bake.
Another useful technique is to first rough in colours with vertex painting, and then bake out those vertex colours to a texture. This can serve as a great starting point for a hand-painted texture. When baking, it is important to note that the last selected Image Texture node in the Shader Editor is treated as the active texture. The Image Texture node does not need to be connected to the sockets of any other shader but must exist in the Shader Editor.
Additionally, when baking to images, Blender generates a margin around UV "islands" to avoid discontinuities at UV seams. You can choose to clear the image before baking and select the background colour, which defaults to black.
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Ambient occlusion is a form of indirect global illumination
Ambient occlusion is a shading and rendering technique used in 3D computer graphics, modelling, and animation. It calculates how exposed each point in a scene is to ambient lighting, simulating local shadows. It is a global method, meaning that the illumination at each point is a function of other geometry in the scene. This is in contrast to local methods such as Phong shading.
The ambient occlusion node in Blender computes how much the hemisphere above the shading point is occluded. This can be used for procedural texturing, for example, to add weathering effects to corners only. It is an expensive shader that can slow down rendering significantly.
Ambient occlusion casts a small set of rays around each point on the surface of rendered geometry. If some of them are blocked by geometry, it assumes that the surface is partially in shadow and darkens that point accordingly. This results in a diffuse, non-directional shading effect that casts no clear shadows but darkens enclosed and sheltered areas.
Ambient occlusion can be used to add an extra level of realism to rendered images by adding indirect lighting caused by light reflecting off diffuse surfaces. This can be achieved by adding a single bounce of indirect light using a variation of the ambient occlusion shader. The reflected or emitted light is transferred using one pass of the shader, and two passes are used to shadow the light.
Global illumination techniques such as ambient occlusion and indirect lighting greatly enhance the quality of rendered diffuse surfaces.
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Vertex painting: paint individual mesh vertices with colour
Vertex painting is a feature in Blender that allows you to paint individual mesh vertices with colour. This technique is a cost-effective way to change the appearance of an object that is already UV mapped with a Diffuse (Base Colour) image.
To start vertex painting, you must first switch to Vertex Paint mode. In the main 3D Viewport, switch the Viewport Shading mode to Solid, then set Vertex Paint as the active mode from the interaction mode menu (Ctrl + Tab » 8). The mouse cursor will change to a circle, and the Tool Settings toolbar will appear. The object to be painted will render in uniform grey.
Once Vertex Paint mode is active, you can start painting by clicking or click-holding and dragging the mouse cursor across the selected object. This action applies colour to the mesh, infusing tonal information to individual vertices as the cursor passes over them. To change the colour, click on the Colour and/or Secondary Colour 'samplers' in the Tool Setting header, and then repaint. The default colour for mesh vertices is white, so painting white will not appear to do anything unless it is overriding or replacing a previously assigned colour.
To aid the painting process, you can enable the Wireframe overlay in the Object Properties Viewport Display options to reveal the object structure. You can also change the distribution of colours by toggling out of Edit Mode and back to Vertex Paint. The colours painted on the mesh will be distributed based on the modified edge flow.
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Change the blending mode to multiply
To add ambient occlusion to a painted texture in Blender, you must first connect a mix RGB node to the base color input. Then, connect the color and AO maps to the mix RGB node. It is recommended that you plug the AO into the second color input in the mix RGB. Next, change the blending mode to multiply. The factor should act as a strength slider for the effect.
The process involves multiplying the AO (Ambient Occlusion) with the color using the mix RGB node. This is because you need to blend the ambient occlusion with the color texture. To do this, use the Shift + A keys or the Add menu, go to the Color group, and pick a MixRGB node.
The Blender software is community-driven, free, and open-source. It is used for 3D modeling, animation, and rendering.
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Frequently asked questions
Ambient occlusion is a form of indirect global illumination that differs from normal lighting in that it is not specifically directional. It shades objects without casting shadows. Shading is determined by surface proximity, with the distance between surfaces directly influencing how well each surface is illuminated.
To add ambient occlusion to painted texture in Blender, you will need to use Blender's "Texture Bake" rendering sub-system. First, click the "Camera" icon in the "Properties" header to access Blender's main "Render" settings. Scroll down to the bottom of the list, click the arrow to the left of "Bake", and select "Ambient Occlusion" from the drop-down list under "Bake Mode". Ensure that "Normalized" and "Clear" are selected, then click "Bake" to render the ambient occlusion map.
To blend the ambient occlusion with the colour texture, use the Shift + A keys or the Add menu to go to the Colour group and select a MixRGB node. Change the node mode to Multiply and connect the output of both image textures' colour and ambient occlusion maps. Finally, connect the output from the MixRGB to the Base Colour of your Principled BSDF.
Vertex Painting is a simple mesh enhancement method where individual mesh vertices can be painted with a colour, usually an RGB or black/white value that relates to the saturation of each, ranging from no colour (white) to full colour/black. Vertex colouring is typically not baked to an image but is more useful when applied as mesh data.











































