Ambient Occlusion Problem

From what I can tell the current implementation of Ambient Occlusion seems incorrect in the Lightmapping toolset. The AO I am referring to is the Unity specific AO.

Is there a way that the order of operations can be changed so that the AO is not simply placed ontop of the Lightmap? Currently with the AO solution even in direct light AO is visible. As a baked solution I would expect it to work more accurately where AO affects shadowed areas and is not visible in direct lighting situations. (Although it might be good to have both for artist control)

Please advise
Troy

Here is a graphical explanation of the point I am making.

Looks like the default 0 value in Maya, everything is calling AO to infitnitty. Must be a falloff option and sample.

Nah its not a falloff option its how it handles the buffers in order to composite the final image. Whatever method they are currently using to create the AO appears to be doing the simple “Multiply” arithmetic which is incorrect for AO.