Generate ambient occlusion maps from texture images. Simulate crevice shadowing for realistic PBR materials. Adjustable strength with real-time 3D preview. All processing happens in your browser.
Click and drag to rotate • Scroll to zoom
Drag and drop any image file, PNG, JPEG, WebP, or BMP. The tool loads your texture map for local luminance analysis. Nothing is uploaded to a server.
Adjust the strength slider to control occlusion intensity. Low values (0.5–1.0) produce subtle shadowing for realistic materials. Higher values (1.5–3.0) create dramatic, stylized occlusion effects.
Inspect the AO map on a 3D sphere with adjustable lighting. See how crevice shadowing adds depth. Download as PNG for Unity, Unreal Engine, Blender, or any PBR workflow.
The AO map is generated using local luminance sampling around each pixel. Here's how the occlusion calculation works.
The tool samples neighboring pixel luminance within a 5-pixel radius. Areas surrounded by darker neighbors receive darker AO values, simulating how light is blocked (occluded) in narrow spaces and crevices.
AO maps are strictly grayscale: white (255) = fully lit surfaces, black (0) = fully occluded crevices, with smooth gradients for transitional areas. The output is always a single-channel grayscale texture.
Baking AO into a texture is much cheaper than real-time ray tracing. It adds realistic depth and crevice shadowing with zero runtime cost, making it essential for real-time rendering in games and interactive 3D applications.
The generated AO map is applied to a Three.js mesh alongside your texture. Rotate, zoom, and adjust lighting to verify the occlusion effect before downloading.
Follow this quick workflow to turn any photo or texture texture into a usable ambient occlusion map for PBR materials.
Upload a high-resolution photo or texture texture. The AO algorithm works best on images with visible depth variation. Textured surfaces like brick walls, wood grain, fabric, or stone produce the most convincing occlusion maps. Flat, uniform color swatches will produce very subtle or no occlusion.
Start with the default strength of 1.5. For subtle, realistic occlusion that blends naturally into your material, reduce to 0.5–1.0. For dramatic, stylized shadowing, useful for game assets with exaggerated depth push to 2.0–3.0. The 3D preview updates instantly so you can find the right balance.
Check the 3D preview, crevices and recessed areas should appear slightly darker, while raised, exposed surfaces remain bright. Rotate the mesh to verify occlusion from all angles. When satisfied, download the AO map as PNG. Combine it with roughness and metallic maps for a complete PBR material, or pack them into an ORM texture using the Texture Channel Mixer.
The Image to AO converter is one step in a complete PBR material workflow. Combine it with these free tools.