Replicating blender cavities

I’ve been using this Workbench (or often considered Solid viewport) shading effect that find really cool while creating meshes for quite a while now and once every few months I wonder how I could actually implement the world cavity effect into my meshes and import them to Roblox.

Object without cavity:


Screenshot 2025-10-09 204247

Object with desired cavity:


Screenshot 2025-10-09 204129

I tried using Ambient Occlusion and a ColorRamp to replicate this effect and bake it onto a 2048x2048 image texture. However, it didn’t look even remotely similar to what I’m trying to achieve. From the material shader, it looked alright, but the texture WASN’T it. The problem is ambient occlusion calculates how well an area blocks out light and doesn’t straight up highlight ridges white and valleys black.

I’ve tried finding other ways to do this but it seems like there aren’t many viable solutions out there.

Pls help I suck at textures :disappointed_face:

Its pretty much just adding an effect to the edges so Ambient Occlusion wouldnt work in this case. You’d probably find more success using the bevel node and messing with it (NOT MODIFIER).

There’s some ways to do this, if you’re familiar enough with Blender you could download the Ucupaint Plugin! When texturing your object, run a quick Ucupaint Setup and add an Edge Detect Layer by pressing the E key.

After that just mess around with your Radius and Opacity properties, and you’ll have a similar look to Blender’s cavity effect. All that’s left to do is hitting “Bake Edge Detect as Image” and downloading the edges image!

Or just use a texturing software like Adobe Substance 3D Painter and add edges to your texture.