Is it possible to use an objects ambient occlusion value as a mask?

In substance painter, the ambient occlusion value is often used to create some powerful masks. I’ve often wanted to do something similar with my unreal materials without exporting an ambient occlusion map from a third party software.

I want to access a model’s ambient occlusion value so that I can make masks in engine on my models. Is this already possible, or is there a simple node setup I could refer to?

This is the best I have been able to achieve and hopefully will illustrate what I’m trying to do.

Thanks for your help

Thanks, Ares, but im trying to find out if it’s possible to avoid having an ao texture altogether. I often use a bunch of coordinate nodes to generate procedural masks. For example Absolute world position node and masking in the z axis to get a gradient from the ground upward.

I want to find out if there is a node setup that could essentially generate an ao map of any object directly in engine without exporting from substance or mixer.

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