Hey
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?
Steve
This is explained in this thread: