Hi,
Is there any use for Ambient occlusion maps and cavity maps in Octane ? How would i use them? Plug in to what node? At least for direct light render mode they should be of use?
AO maps/Cavity maps
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- Rikk The Gaijin
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- Location: Japan
What's the point of using an AO map in a raytracer? 

- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
An AO map is useful to 'multiply' with a colour/diffuse map, in certain circumstances. It can make things pop.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Direct Lighting already produces AO, so using an AO map is useless and redundant. If you want to use the AO map to multiply the diffuse, why not doing so in Photoshop?
- gordonrobb
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- Joined: Sat Mar 16, 2013 9:08 am
To me, it all comes down to how complete your textures are. For example, I'm looking at DDO. The textures that it produces, I would never use anything else on (AO, dirt maps etc) becuase it produces everything I need in the images it ouputs. However, if I'm just sticking either a flat image of a texture, or a procedural ino the diffuse for example, and you already have an AO map (that bit's important), it's a lot easier to set up, and quicker to render (I imagine) than getting it right elsewhere. It generally just makes things pop as I said. However, maybe this is all personal taste, or even bad practice on my part 

Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- fatrobotsneedlove
- Posts: 161
- Joined: Sun Sep 21, 2014 7:06 am
Stay the hell away from DDo for now. It is crippled with bugs and should still be in beta. Actually, the beta was more stable. Really promising software though when they get it working.
As Rikk said, you should never bake AO on top of your maps. Even game engines like unreal 4 use clean maps now. Basically, ao and cavity are now just really useful masks. For example, DDo uses them to mask out weathering effects like rust. I use them in Mari to help mask edge wear and dirt collection. But in octane they are just doubling up on top of what octane is already calculating. If you want more 'pop' in your occluded areas, change up your lighting. You will end up with a better result.
As Rikk said, you should never bake AO on top of your maps. Even game engines like unreal 4 use clean maps now. Basically, ao and cavity are now just really useful masks. For example, DDo uses them to mask out weathering effects like rust. I use them in Mari to help mask edge wear and dirt collection. But in octane they are just doubling up on top of what octane is already calculating. If you want more 'pop' in your occluded areas, change up your lighting. You will end up with a better result.
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Weirdly dDO works fine for me.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
tool is tool, neither good, nor bad..it's way more important, how You manage to use it.
Quixel suite wasn't working for me too, at beta stage on win7 hanged way to frequent (was impossible to do anything & I've tried clean install windows several time, used different drivers & other other builds that program rely on - no luck), though at the same time on my friend's PC with PS CC on win8 was stable enough.
in the end You have to expect such behaviour when its beta or even early development stage.
MARI is nice, though way to complex & too expensive for simple work..
pluss UDIMM doesn't work with Octane (or is it?, maybe something was changed?)
Quixel suite wasn't working for me too, at beta stage on win7 hanged way to frequent (was impossible to do anything & I've tried clean install windows several time, used different drivers & other other builds that program rely on - no luck), though at the same time on my friend's PC with PS CC on win8 was stable enough.
in the end You have to expect such behaviour when its beta or even early development stage.
MARI is nice, though way to complex & too expensive for simple work..
pluss UDIMM doesn't work with Octane (or is it?, maybe something was changed?)