To celebrate the recent AO Lightmapper updates, I’m giving away 20 free licenses to the first 20 people who request one.
June 19, 2026
20:00 Spain
14:00 New York
11:00 California…
Giveaway page:
AO Lightmapper is a GPU-accelerated Ambient Occlusion baker for GLB and FBX assets, designed for fast workflows and WebGL pipelines.
If you’re working with Babylon.js, Three.js, or GLTF/GLB assets in general, feel free to give it a try.
The first 20 requests received after launch will get a free license key.
Project page:
And one small favor…
If AO Lightmapper helps your workflow, a review on itch.io would mean a lot. Reviews help other developers discover the tool and help independent projects continue to improve.
Thanks for all the feedback and support from the Babylon.js community!
When you say “more compressible”, are you referring to texture compression, mesh compression (Draco/Meshopt), file size?
AO Lightmapper doesn’t modify the mesh geometry itself, so it won’t directly improve mesh compression ratios. It mainly generates AO textures/lightmaps, which are generally quite compressible because they’re mostly smooth grayscale data.
I’d also be interested to know what output options would be most useful for your workflow. For example:
Added KTX2 texture support for AO Lightmap generation.
Added an option in Optimization Settings to recompress exported textures to KTX2.
Improved texture processing and export workflows.
Additional Improvements
Improved handling of Smooth Radius and AO Level Multiplier parameters.
Fixed edge cases that could cause processing issues in the Canvas2D post-processing pipeline.
More reliable AO generation when working with aggressive smoothing and intensity values.
Improved consistency between AO preview and exported results.
UI Improvements
Fixed an interface issue affecting Light Mode.
Option select controls now display correctly with appropriate background colors.
Improved readability and visual consistency across the user interface.
Why KTX2?
KTX2 is a modern GPU-friendly texture format that can significantly reduce texture memory usage and download size while maintaining excellent visual quality. It is widely supported in modern real-time 3D workflows, including Babylon.js, Three.js, WebGL, and WebGPU applications.
This makes exported assets smaller, faster to load, and more efficient to render.
Special Thanks
A special thanks to @labris for the contribution and for making available the excellent KTX2 encoding tools that helped make this feature possible:
Free License Giveaway Still Active
Current status: 11 of 20 free licenses remain available.
Claim yours here:
Project page:
Thanks again to everyone testing the tool and sharing feedback