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

Shadow plane

Generate shadow

You can generate a ground shadow for your product from the variant information.

Falloff: Increase the distance the shadow will spread to.

Shadow will be added automatically to the variant after you click the Generate button

Upload assets

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

Things to note:

Will not be applied be added to AR viewer
Each variant will need its own shadow plane
Only use RGB values (mainly black and white) on the texture. Fully transparent part will turn black.

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.

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