# Dagor 2 Ambient Occlusion Baker ## Installation [Install the script](installation.md) following the provided instructions. ```{important} This script requires 3ds Max 2018 or newer version to run. ``` ## Accessing the Ambient Occlusion Baker 1. Navigate to **Gaijin Tools > Ambient Occlusion Baker**. This will open the main window of the **Dagor 2 AO Baker**. 2. To verify the version {bdg-dark-line}`3` of the script, go to **Gaijin Tools** {bdg-dark-line}`1` **> About** {bdg-dark-line}`2`. The **About** window will display the current version. It's important to check this regularly to ensure your script is up to date. Accessing the Ambient Occlusion Baker ```{note} Make sure that the plugin version is at least `1.4`. ``` ## Using the Ambient Occlusion Baker 1. Open the tool panel by navigating to **Gaijin Tools > Ambient Occlusion Baker**. Using the Ambient Occlusion Baker 2. Click the **Bake Selected Object** {bdg-dark-line}`1` button to generate Ambient Occlusion (AO) for the selected object in the **Viewport**. Note that AO can only be baked for one object at a time. 3. The tool provides several options: - **AO Tint Color:** chooses the color for the AO backlight. - **AO Ambient Color:** selects the color for the minimum lighting of the AO. - **Display AO on Viewport:** toggles the display of AO in the viewport (enabled by default). - **Transfer AO to Map Channel:** chooses which channel the AO results will be placed in (specific to Dagor Engine). By default, the AO is placed in channel 8. - **Visit toLearning Web Site:** provides access to this article. - **Contact with Developer:** provides access the developer's web page. 4. To test the AO Baker, load the following test scene: {download}`tree_AO_test_2021.max`. 5. Open the scene and select the object `tree_vitellaria_wide_c.lod01`. 6. For the test, configure the colors as shown below: Using the Ambient Occlusion Baker 7. Leave all other settings at their default values. Click **Bake Selected Object** and wait for the progress bar indicating scene lighting to complete. The result should appear as follows: Using the Ambient Occlusion Baker 8. To view the results, right-click on the **Viewport** and select the appropriate display option: Using the Ambient Occlusion Baker 9. Then, change the selection from **Vertex Color** to **Map Channel Color** as shown below: Using the Ambient Occlusion Baker 10. The AO should now be displayed correctly: Using the Ambient Occlusion Baker ```{important} **Supported Model Types:** the script works correctly with **Edit Poly**, **Edit Mesh**, and **GrowFX** model types. Other model types are not supported, and using modifiers on the source model may cause errors when generating LODs (level of detail) or collisions. ```