Product shading (ambient occlusion)

The Sayduck Platform uses grayscale Ambient Occlusion (AO) textures to add shadows to our products. You can add texture file directly to the Ambient occlusion map slot.

Accepted texture format


Product shadow

Open your product
Select material
Assign your shadow texture to your Ambient Occlusion slot

Ground shadow

Just follow these simple steps:

Open your product
Select a Variant
Upload your Shadow Plane mesh and texture files

Things to note:

Shadows planes will not be applied to exported USDZ files

Shadow Planes are applied to individual variants

Rendering AO texture

Unwrap UV

First, you need to UV Unwrap the model and make sure that there are no overlapping polygons.
Many 3D modelling software can automatically Unwrap UV, but this is only suited for simple models and for clean unwrapping, it has to be done manually.

3ds Max - Arnold

Go to Render Setup and assign Arnold as your render.

Open Material Editor and search for materials Ambient Occlusion and Map to Material.

Assign Map to Material on to your objects and go to Rendering>Render To Texture.

Add a new output: Ambient Occlusion (MR) and Render.

Maya - Arnold

Open Hypershader and assign aiAmbientOcclusion shader on to your 3D models.

Go to Arnold tab, add a SkyDome light to the scene and Render to Texture.

Select Output Folder and hit Render.

Was this article helpful?
Thank you!