When we apply AO map in a model it looks like this (please see attached)
Is this an issue with AO map? Can you please help us how to set AO map in a particular model? We acre currently using 2 UV sets, one for Texture and one for AO.
When we apply AO map in a model it looks like this (please see attached)
Is this an issue with AO map? Can you please help us how to set AO map in a particular model? We acre currently using 2 UV sets, one for Texture and one for AO.
Hi Garima,
What UV channel do you have the AO texture on? The map override works by overriding the AO texture of the material applied to it. If there is no texture asset applied in the AO section of the material, then it defaults to the primary UV channel. If you have the AO on the secondary UV channel then you will need to adjust the material that is applied to that object. Go into that material and link a texture asset in the material asset’s AO selection and select UV1
. In our platform UV0 = primary UV
and UV1 = secondary UV
channel.
Another method is to flip the UV channels of the object but I think that one might be more time-consuming. Let me know if that helps your issue!
Hi, Thanks for helping us out on this topic!
On the secondary UV Channel, we have the AO texture. We followed the step you mentioned but it’s not working when we link the texture on the material it won’t work please help us to find the issue.
I will DM you for a link to the asset.
Hey Garima,
I went into your asset and I did not see where you applied the suggested steps. I cloned a material asset and imported a texture in the org. If you go to the asset Abodu One Clone
you can flip between the material Bronze_MAT
and Bronze_MAT_NP
. Bronze_MAT
is the original and Bronze_MAT_NP
is the clone material I adjusted. You should see it working on Bronze_MAT_NP
. There are three main components to getting this to work.
UV1
UV1
in the material assetHere is a screenshot of what the material assets AO slot should look like to get this to work. I also left the material in the org for you to reference. Remember to add this to all materials that could be applied in your configurator and will inherit the map override.
Let me know if you have any more questions and if this works for you.