Baking Ambient Occlusion texture map with xNormal
This tutorial illustrates how to calculate ambient occlusion map for textured model using xNormal. Model must be textured to provide uv-texture coordinates per model vertex and so xNormal will be able to generate ambient occlusion texture with the same uv-coordinates.
Ambient occlusion texture can be used in PhotoScan Pro delighting tool.
1. Firstly you should download and install xNormal from http://www.xnormal.net/Downloads.aspx.
2. Prepare model in .obj format (in PhotoScan this can be done with model exporting).
3. Launch xNormal.
4. In "High definition meshes" with right click -> "Add meshes" choose .obj file:
5. In "Low definition meshes" with right click -> "Add meshes" choose the same .obj file:
6. In the right part of "Low definition meshes" enable "Match UVs" checkbox:
7. Configure backing options (like Output file and Size) and press Generate Maps:
8. Waiting for result make take some time (proportionally to result texture size):
9. When map generated - close the window. Now you can use the texture saved to Output file from step 7.
This is the model textured with resulting ambient occlusion map (original model by Francesco Fassi):
Read also: automatic delighting with respect to ambient occlusion map.