Ambient Occlusion Texture Blender
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Ambient Occlusion Texture Blender
This is actually done by casting rays from each visible point, and by counting how many of them actually reach the sky, and how many, on the other hand, are obstructed by objects. Albedo is the same as base color. With normalized, clear and margin set to appropriate values, select the object to be baked and click the bake button at the top of the section.blender will then render into the appropriate memory buffer for each mapped texture, available ambient occlusion data, using the relevant uvw's mapped to the object as a 'guide' whilst doing so.

For cycles, this is an expensive shader and can slow down render significantly. An option residing somewhere in the object panel of the geometry seems like it'll make sense. The bent normal option will make the diffuse lighting come from only the least occluded direction.
Although the texture hasn't changed.
When you think you have found something acceptable then up the samples. For some reason, i had the 'blender game' engine selected and those sections do not show up for that rendering. If you don't see the ambient occlusion and gather sections in the world tab of the properties window (02:31), make sure you have 'blender render' selected as the rendering engine (pulldown selector in top info bar). For cycles, this is an expensive shader and can slow down render significantly.
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