The AO Map bakes a mesh's self-occlusion shadows into a texture, adding depth to a flat albedo. All meshes that share the same texture are merged and baked into a single AO map.


Preparation

  1. Open the TextureColorKit window and assign the avatar's root GameObject to the Add from Root field.
    1. To bake the AO map for only some meshes, assign just those objects (rather than the avatar root) to the field.
  2. Confirm that the meshes you want to bake (e.g., body, face, outfit) have been added to the target list.
  3. Select the meshes you want to bake as the Active Target (▶).

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The output AO map is always generated in the UV space of the active target's texture slot, and meshes that share the same texture are automatically merged into a single AO map.

The occluder scope that creates the shadows depends on the Bake Mode chosen in Step 2 below.

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Usage

Step 1. Open the AO Map section

In the Map Generation section at the bottom of the left panel, expand the AO Map foldout.

Step 2. Choose a Bake Mode (new in v1.3.1)

Pick the Bake Mode that matches your situation.

In Include Active Meshes mode, every mesh enabled in the scene under the active target's root GameObject is used as an occluder.

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Outfits or accessories you don't want included can simply be disabled in the scene before baking — they are excluded from the occlusion calculation automatically. Toggle items on/off freely and re-bake as needed.

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Step 3. Output Path Settings

Option Description
Save next to source When ON, saves to the same folder as the source texture
Output Folder Folder used when the toggle is OFF
AO Suffix File name suffix (default: _ao)

Example: if the source is Body.pngBody_ao.png