Ambient Occlusion Dialog
Read more about Ambient Occlusion.
Lighting | Defines lighting area. It may be whole sphere, top hemisphere or current lights. In last case simulates |
Render To | Defines target material channel: Diffuse, Ambient, Emissive, Light Map. |
Image Size | Size of texture. |
Force update existing texture | If checked, existing images will be rescaled to new size. If check box is not set, image will be used in its current resolution. |
Quality | Quality from 0 to 100. Please not that high quality may be very slow. |
UV Channel | Desired UV channel. WebGL publisher supports 0 and 1 channels only. PDF only 0. If your model already has regular texture, then 1 will be right choice. If you are going to use only AO texture, 0 channel is better choice. |
Generate UV if not available | If UV channel is not present, AO tool may call UV Unrwapper and generate proper UV channel for you. |
Options | Preferences of UV Unwrapper. |
This tool is part of Professional Edition