ZBrushCentral

Help on a clear definition of Cavity map and Ambient Occlusion map.

Hi everyone, I’m new here and lately I’ve been looking up the creation of Cavity map, ambient occlusion map and bump map. From my best understanding, AO map is the shadow hack which is to be blended with a diffuse map to accentuate space and distance right? If so, where does the Cavity map go? I’ve read that it also goes to the diffuse map slot is that correct? So in practical use, I would Overlay both Cavity map and AO map onto the Color map in Photoshop and blend them together to create the final diffuse map right?
Now with bump map, I believe it’s blended with a Normal map to accentuate more depth correct?
I’m more than likely to have things mixed up here so I would really like some help from you Pros to clear things up, I would be much appreciated!

Your answer is going to depend on the rendering engine.

As far as I know cavity map, ambient occlusion map, and dirt map are all synonymous.

db

Let’s say for use in UE3, should I use AO map or Cavity map? I’ve found out that you can bake the Cavity map into the Normalmap, so should I still use a seperate Cavity map or AO map?