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Ambient Occlusion map in a principled shader

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A beginner question, I just can't find how to use the AO texture map with the Principled shader, there are plenty of "use texture" for everything, but not for AO.

How do I use AO?

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On 27/07/2020 at 1:57 PM, dleonhardt said:

You multiply Ambient Occlusion over your Base Color.

Thank you, I know I have to multiply, but how and where?

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Just plug it in - 

AO is a process that's calculated, not a surface material / not driven by a texture - but you can add one if you like. It's like asking "how do I use the raytrace shadow texture"

Screen Shot 2020-08-08 at 6.05.34 PM.png

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