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3DS Max - Getting ambient occlusion into GLTF export


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This is the thing,  there is no place in max to store the ambient occlusion.  Your renderer will generate it for you.  Maybe there is a map channel that is rarely used that could be suitable.  I'm not a Max expert so if you need more info I can consult with someone on my team.  

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Hi mr_pinc,

The ambient occlusion is now exported from diffuse roughness map of a Physical material.

However, the AO is not added to the R channel of the MetallicRoughness map.

Instead it follows glTF specifications and the AO texture is referenced by "occlusionTexture" attribut.

Exporter dlls have been updated to include this feature.

Have a nice day!

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