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Bakes an ambient-occlusion map from a high-poly mesh into the UV layout of a low-poly mesh. The output is a grayscale image in which white texels are open and dark texels are in crevices; it is meant for the Apply Texture To Mesh node’s occlusion input. Connect the UV-unwrapped low-poly mesh and the high-poly mesh it was decimated from.

Inputs

Note: low_poly must have UV coordinates — this node never unwraps the mesh. If high_poly contains only one batch item, it is reused for every batch item of low_poly; batch items of low_poly with no faces are skipped and replaced with an all-white image, with a warning logged.

Outputs

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