I already have textureAO which is very high resolution, comparable to NormalMap. TextureAO describes the self-shadow of the object’s surface, which I connected to the “AmbientOcclusion” of the material node.
Also, I’m using Lightmap, and I find that it generates an AOMaterialMask Texture2D that describes occlusion between objects, and I can adjust the “Max Occlusion Sistance” in world settings panel to control its behavior.
But what puzzles me is, how do I use it? I searched for “AOMaterialMask” in the source code file(*.usf, *.ush), only to see that it was read from LightmapVT, and then there was no more:(