Texturing & materials · Beginner
Ambient occlusion
The soft darkening in corners and cracks where less light reaches
Also called AO
What is ambient occlusion?
Ambient occlusion is the soft darkening in corners, cracks and places where surfaces meet, because less of the surrounding light can reach them. In 3D it is either baked into an ambient occlusion map, a grayscale texture, or calculated live on screen. It adds depth and makes objects look grounded.
Think of it like this
Look where a wall meets the floor, or between two books on a shelf: the gap is a little darker, though no lamp casts a clear shadow there.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Surface: Giving the shape its color and material: UVs, textures and shaders.
How ambient occlusion works
- 01For each point, the software checks how much of the surroundings nearby geometry blocks.
- 02Open, exposed areas stay white; tucked-in areas turn darker.
- 03The result is baked into a map, or computed each frame, and darkens the indirect light.
Ambient occlusion vs shadows
| Property | Ambient occlusion | Shadows |
|---|---|---|
| Caused by | Nearby shapes blocking soft, all-round light | An object blocking one light |
| Direction | None, it sits in crevices | Falls away from the light |
| Moves with the lights | No | Yes |
Shadows come from a light and ambient occlusion comes from shape, so use it to add contact and depth that no single light explains.
Where ambient occlusion is used
- Baked AO maps that add depth to game assets
- Grounding objects so they stop looking like they float
- Screen-space AO in real-time engines and viewports
Beginner tip
Avoid multiplying an AO map into your albedo in a PBR material. Plug it into the material’s AO input instead, so it darkens only indirect light and does not double the shadows.
Terms related to ambient occlusion
- Texturing & materialsBakingSaving slow detail or lighting into a texture so it never has to be recalculated
- Lighting & renderingGlobal illuminationLight that bounces between surfaces, filling shadows and carrying color
- Lighting & renderingReal-time renderingDrawing 3D images fast enough to react instantly, as in games and viewports
- Lighting & renderingPath tracingRay tracing that follows light through many bounces for photoreal images
- Texturing & materialsNormal mapA texture that fakes small bumps and dents without adding geometry
- Texturing & materialsPBR (physically based rendering)Materials and light that follow real-world physics
Ambient occlusion FAQ
Updated October 29, 2026 · Browse all 3D terms