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World AO Blocker

In worlds with Ambient Occlusion Post Processing, it can have negative effects on the Mesh (especially on the Eyes) when being rendered. This feature can counteract against that by creating a blocking volume on the UV channel.

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Meshes in this UV space render only to depth and act as a blocking volume for effects like Ambient Occlusion. This section affects the UV Tile directly to the left of the default UV. (U -1->0, V 0->1)

World AO Blocker

  • Type: Toggle

Enables the World AO Blocker feature.

UV Channel

  • Type: Dropdown, Options: UV0/UV1/UV2/UV3

Choice of UV channel to use as the blocking volume.