Why does the AOMap use the second UV channel?

Hey :wave:

Is there a reason the aoMap uses the second UV channel?

In other PBR applications, like in Unreal Engine, the AO Map uses UV channel 1, like normal maps, albedo maps etc.

I understand why lightMap uses the second UV channel, as this is usually used to show how the mesh is lit within an entire scene.

AO maps are usually mesh specific though?


This is explained in this thread: