Novan Byworks writes:
Recently I've noticed that every single tutorial that covers applying ambient occlusion maps to materials in Blender has been flat-out wrong. The usual advice is to just multiply the AO map on top of your albedo, but then it's basically just part of the texture and shows even in direct light.
After some thorough experimentation, I've come up with a solution to make AO maps work correctly in EEVEE (as well as composting AO in Cycles). Check out how in my latest video tutorial: