Bonus: Ambient Occlusion - Krunklehorn/io-scene-gzrs2 GitHub Wiki

The "Ambient Occlusion" bake type gives quick, decent results and doesn't require fiddling with lights.

Although unrealistic, it's always a nice touch. Advanced users should consider baking it using the "Emit" pass for extra control.

  1. Create two new images, same settings as your diffuse lightmap. One for AO and another for mixing.
  2. Link the AO lightmap in the world tab.
  3. When baking, set the bake type to "Ambient Occlusion" and crank up the samples to 1024. AO bakes are fast.
  4. When compositing, add the AO to it's own image node and combine them with a "Mix" node set to "Soft Light".
  5. Plug the diffuse lightmap into the top mix socket and the AO lightmap into the bottom one, then plug the mix output into the denoiser.
  6. Save, overwrite and reload the viewer image into your mixing lightmap.
  7. Link the mixing lightmap in the world tab.
  8. Export and test.

Pro Tip: Lightmap color is multiplicative, but lightmaps can do more than just shading. Try breaking up repetitious surfaces by adding dirt, rust, puddles or even graffiti. Mappers are encouraged to try their best and make GunZ look beautiful. Who knows, maybe the community will host a contest sometime.

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