Free · Local processing · No sign-up

Ambient Occlusion (AO) Map Generator

The AO map darkens cracks and crevices where light has trouble reaching, adding contact shadow to your material.

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Sample textures: Poly Haven (CC0)

WHAT

What is an AO map generator?

An AO map generator (ambient occlusion map generator) estimates which crevices should receive less ambient light, producing a greyscale AO map that grounds materials with contact shadow.

NormalMapAI’s AO map generator derives occlusion cues from your photo, lets you tune radius and strength, and previews the AO map on a lit mesh before export.

Pack the AO map into Unreal/Godot ORM via the PBR texture generator, or download the AO map alone for custom channel layouts.

This AO map generator stays private — no upload — so on-site photos and client albedo packs never leave your machine.

Fix seams first with the seamless texture maker; otherwise the AO map generator will darken repeating edge artefacts.

  • Photo → AO map with radius / strength
  • Live 3D contact-shadow check
  • ORM packing via full PBR export
  • Local AO map generator — no account

WHY

Why use this AO map generator

See contact shadows live

The AO map generator shows if radius is too wide or too soft while you still have the slider open, before crevices turn into muddy black bands.

ORM-ready path

Send the AO map into Unreal or Godot ORM packing without hand-channel Photoshop work — presets keep ambient occlusion in the right slot.

Same preview as roughness

Judge the AO map next to normal and roughness in one product language so cavity shadowing matches the rest of the material.

Private and free

Local AO map generator with no watermark and no upload — client scans stay on your machine.

Seamless-aware workflow

Repair tiling with the seamless texture tool before baking the AO map so hard seams do not become repeating dark lines.

Single-channel salvage

Rebuild only the AO map that failed lighting QA without re-exporting every other channel from scratch.

HOW IT WORKS

How the AO map generator works

Four steps turn a surface photo into a production AO map — radius, strength, live contact-shadow check, then a free PNG or ORM pack from this AO map tool.

  1. 1

    Upload into the AO map generator

    Use an evenly lit brick, panel or moulding photo. Heavy baked shadows fight the AO map — flatten lighting first when needed, then let this AO map tool read the crevices.

  2. 2

    Set radius and strength

    Radius controls how far contact shadow spreads; strength how dark the gaps go. Aim for an AO map that is solid in recesses and clean on open faces.

  3. 3

    Preview the AO map in 3D

    Orbit the mesh and confirm mortar, rivets and panel gaps read dark while open faces stay clean. Fix an over-black AO map while sliders are still open.

  4. 4

    Export AO or pack ORM

    Download the AO map alone, or open the PBR texture generator Unreal/Godot preset so ambient occlusion lands in the ORM red channel without Photoshop packing.

USE CASES

AO map generator use cases

Four AO map jobs — rivets and panel gaps, brick kits, ORM packing and archviz mouldings — one AO map workflow.

01

Prop rivets and panel gaps

An AO map darkens recesses so hard-surface kits feel assembled instead of floating. Keep radius tight so large panels do not wash grey.

02

Brick and tile kits

Deepen mortar lines with an AO map derived from photo albedo. Pair with the seamless texture tool first so seams do not become repeating dark stripes.

03

ORM pipelines

Feed the AO map into Unreal or Godot red-channel packs. One handoff from this page avoids rebuilding ORM in Photoshop after every look-dev pass.

04

Archviz mouldings

Ground carved trim and cornices with soft AO map contact shadow so daylight renders read depth without extra geometry.

SCENARIOS

Who this is for

Short scenario-style notes from common workflows. These are illustrative use-case lines — not verified customer reviews, star ratings, or named endorsements.

AO map generator radius slider caught an over-dark bake before it hit Unreal ORM.

Environment art · Unreal

Phone brick photo → seamless → AO map generator — mortar lines finally grounded the wall.

Indie kitbash · Godot

Local AO map generator keeps client interior scans off any cloud.

Archviz · private

Anonymous scenario feedback · illustrative, not customer testimonials

Try this free ao map generator now

Scroll up to the live ao map generator — upload a photo, tune under 3D lighting, export locally. The ao map generator stays private in your browser.

Back to the tool

COMPARE

Browser tool vs a desktop suite

When you need a fast, private map from a photo — without opening a full DCC install.

CapabilityNormalMapAITypical desktop suite
Install & licenseFree in the browser — no installPaid suite + disk install
Photo privacyStays on your deviceOften cloud or local project files
Live 3D checkBuilt-in preview while you tuneSeparate viewport / bake step
Engine ZIP packingUnity / Unreal / Godot / Blender presetsManual channel packing

LEARN

Guides & tutorials

Short how-tos for maps, seamless textures and engine imports.

All guides →

Ready to try this free AO map generator?

Scroll to the AO map tool, tune radius and strength, export an AO map or pack ORM — free, local, no account.

FAQ

Frequently asked questions

Q1.What is the best free online AO map generator (ambient occlusion) without login?▼

NormalMapAI (normalmapai.com) is a free online AO map generator that extracts a grayscale ambient occlusion (AO map) from any 2D surface photo directly in your browser. It runs 100% locally via WebGL2 with real-time 3D contact shadow preview and instant PNG or ORM-packed ZIP export.

Q2.How do I generate an AO map from a single photo or diffuse texture?▼

Upload your JPG, PNG, or WebP texture into the NormalMapAI AO map generator, adjust the AO Radius and AO Strength sliders to darken deep crevices while keeping flat areas bright white, and verify the contact shadows on the 3D shader ball before exporting your AO map PNG.

Q3.What does an AO map do in PBR rendering, and why is it important?▼

An AO map (ambient occlusion map) attenuates indirect ambient light inside cracks, mortar grooves, folds, and cavities where scattered light cannot easily reach. Adding an AO map grounds surface details and prevents materials from looking flat or overly bright in shadowed areas.

Q4.How do I pack an AO map into an ORM texture for Unreal Engine 5 and Godot 4?▼

Unreal Engine 5 and Godot 4 use ORM channel packing, where the Red channel stores the AO map (Occlusion), Green stores Roughness, and Blue stores Metallic. When you choose the Unreal or Godot export preset in NormalMapAI, the generator packs your AO map into the ORM Red channel automatically.

Q5.How do I connect an AO map in Blender Principled BSDF (Blender 4.x)?▼

In Blender Cycles or Eevee, load your AO map into an Image Texture node set to Non-Color. Because Principled BSDF does not have a dedicated ambient socket, multiply your Base Color by the AO map using a Mix Color node (Multiply mode, Factor 0.3–0.8) or feed the AO map into a glTF Material Output node for game export.

Q6.Where do I plug an AO map in Unity URP and HDRP materials?▼

In Unity URP Lit shaders, assign your exported AO map PNG directly to the Occlusion slot and adjust the Occlusion Strength slider. In Unity HDRP, the Mask Map packs the AO map into the Green channel, or you can use the NormalMapAI Unity export preset for ready-to-import textures.

Q7.What is the difference between an image-derived AO map and a mesh-baked AO map?▼

An image-derived AO map from NormalMapAI estimates micro-cavity shadowing from texture height and luminance (such as brick mortar, bark fissures, or fabric weave). A mesh-baked AO map is raytraced from 3D high-poly geometry in Blender or Substance to capture large-scale object self-shadowing; both can be multiplied together.

Q8.How should I set Radius and Strength when creating an AO map?▼

Use a small AO map radius with moderate strength for fine micro-surfaces like fabric, leather, and brushed metal so the material does not look dirty. Use a wider AO map radius and stronger contrast for deep stone walls, cobblestones, and carved wood panels.

Q9.Should an AO map use sRGB or Non-Color (Linear) color space in game engines?▼

Always set your AO map to Non-Color (Linear / sRGB off) in Blender, Unreal Engine, Unity, and Godot. Because an AO map represents a numerical light-attenuation multiplier from 0.0 to 1.0, leaving sRGB enabled will curve midtones and make crevices overly dark.

Q10.How do I avoid dark edge seams when tiling an AO map across large floors or walls?▼

If your source photo is not seamless, the AO map radius sampling will darken or mismatch across tile boundaries. Repair your photo in the NormalMapAI Seamless Texture tool first, then generate your AO map so cavity shadows wrap smoothly across every UV tile.

Q11.Can I generate an AO map alongside normal, roughness, and height maps in one pass?▼

Yes, NormalMapAI computes your AO map in sync with tangent-space normal, 16-bit height, displacement, roughness, metallic, and specular maps from the same photo, letting you download either the standalone AO map PNG or a full engine ZIP.

Q12.Is NormalMapAI free for commercial games, and are my AO map images uploaded to a server?▼

Yes, every AO map and PBR pack you export from NormalMapAI is 100% royalty-free for commercial games, archviz, and client projects. All processing happens locally in your browser via WebGL2, so your source textures never leave your device.