Mastering Ambient Occlusion: Achieving Professional Bakes in Marmoset Toolbag 5

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What is Ambient Occlusion (AO)?

Ambient Occlusion is a shading method used to calculate how exposed a specific point on a surface is to ambient (indirect) light. In the real world, light bounces off surfaces; however, in tight crevices, cavities, or intersections, fewer light rays can reach the surface, creating soft, localized shadows.

Because calculating real-time global illumination is computationally expensive for game engines, we use an AO Map - a grayscale texture that pre-calculates these "micro-shadows" to simulate depth without the performance hit.

Why Do We Bake AO Maps?

In a modern PBR (Physically Based Rendering) workflow, AO maps serve three critical purposes:

The Role of AO in Game Engines

During rendering, the engine combines the AO map with the Albedo (BaseColor) or uses it as a separate mask in the shader. Its primary roles are to add depth in uniform lighting, enhance the perception of form and prevent assets from looking "flat" or "floating" in the scene.

Why Marmoset Toolbag 5?

For many 3D artists, Marmoset Toolbag is the industry standard for baking due to three main features:

  1. Real-Time Interactive Preview: You can adjust your settings and see the AO update instantly on the model. This eliminates the "guess and check" workflow common in other software.
  2. MikkTSpace & Clean Seams: Toolbag is exceptionally good at producing clean bakes with minimal artifacts at UV seams which is essential for high-quality AAA assets.
  3. Paint Skew: This is a unique and powerful feature. In traditional bakers, you often have to choose between Averaged Normals (which prevents gaps in the bake but "skews" small details like bolts) and Non-Averaged Normals (which keeps details straight but breaks the bake at hard edges). Paint Skew allows you to manually "paint" the direction of the bake rays. You can ensure that small details on flat surfaces are baked perfectly straight (non-averaged) while keeping the rest of the geometry's normals averaged to prevent artifacts.

Optimizing AO Settings: Moving Beyond Defaults

The default settings in any baker are designed to "just work", but they are rarely optimal for specific props. To get a professional result, you must understand how to manipulate the following parameters.

1. Ray Count

This determines the "cleanliness" of your map.

2. Search Distance (The Most Critical Setting)

By default, Search Distance is set to 0 (Infinite). This means the baker shoots rays until they hit something, no matter how far away it is. The Problem with Infinite Search Distance (if set to 0) is that rays will travel across the entire surface creating a constant grayscale gradient even on flat areas. This is physically incorrect. In reality, a shadow in a corner should have a "falloff' - it should eventually disappear as the surface becomes exposed.

The Substance Painter Impact:

If your AO map is "too gray" because of an infinite search distance, Substance Painter generators (like Dirt or Dust) will interpret that gray as "occlusion" and spread dirt across large areas. A correct Search Distance ensures that dirt stays localized in the actual crevices.

3. Cavity Weight

This setting adjusts the bias of the occlusion.

Cavity Weight -1

Cavity Weight -0.5

Cavity Weight 0

Cavity Weight 0.5

Cavity Weight 1

Example of darker metals Example of darker metals Example of darker metals Example of darker metals Example of darker metals

Adjusting this might help to "tighten" the look of your AO. In most cases 0 is the best value.

4. Ignore Groups & Two-Sided

Practical Comparison: Finding the "Sweet Spot"

To illustrate the importance of Search Distance let's look at the results on a basic shapes:

Value

Image

Result

Verdict

0 (Default)

Search Distance 0

Flat surfaces are covered in a soft gray gradient. No "true white" areas.

Incorrect. Will cause "muddy" textures in Substance Painter.

10.0

Search Distance 10

Shading is more localized but the falloff is still very wide.

Better but may still feel "heavy".

6.0

Search Distance 6

Shadows are tight in the corners with a clean transition to white on flat areas.

Optimal. This provides the most realistic depth and best generator masking.

1.0

Search Distance 6

Shadows are extremely thin, looking more like a Curvature map.

Incorrect. Fails to capture the actual volume of the occlusion.

Summary

There is no "magic number" for AO baking. Large assets might require a Search Distance of 10 or even a bigger value while a very small ones might need 2 or so. Always use the Real-Time Preview in Toolbag 5 while tuning Search Distance value to ensure your flat surfaces are reaching a pure white value and your shadows are only existing where geometry truly meets.

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