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Calculates ambient occlusion (AO) for any mesh and stores it in the meshes vertex colors.


- Easy to use

- Fast

- Choose what vertex channel to use (RGBA)

- Easy to tweak the range and strength


As the AO is stored per vertex, the accuracy of the result depend on the meshes' vertex count and triangles layout.

If more precission is needed, The Ambient Occlusion Texture Generator might be better suited.


If you have any questions or feature suggestion, feel free to contact me at steven.craeynest@gmail.com

Ambient Occlusion Vertex Baking

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