I tried doing it with the MtlX Ambientocclusion VOP node but it does not seem to work af all.Any clue on why? Will it be fixed in H21?

Enivob
This seems to work for me. Remember to convert the Ambient Occlusion to a color if you want to use it that way. It defaults to a float output.
EnivobYes you are right! Still not what I am trying to do unfortunately, as the overlay blend mode behave differently from a mask if my understanding of the math beyond it is correct.
I'm not actually using AO as a mask, I'm using AO as a color with noise as a mask. If you want me to review your file, please attach it.
EnivobHi
You might want to try matching the ranges before routing the values into the ramp. AO has a range of 0-1, Noise has a range of -1 to 1. Try dropping down a mtlxRange node and remapping both inputs to 0-1. Remap is a better approach to establishing baseline ranges rather than guessing with contrast. Once I did that, I saw noise in the AO render.
SideFX Support Ticket: #169126
Hello
From our developers:
Hi. The thing about Mtlx AO VOP is that it only casts 1 occlusion ray, so the resulting value is only ever 0 or 1. So when mapping the output using ramp, it will only ever output values at the beginning and end of the ramp, and never values in-between.
You could use VEX material builder with Occlusion VOP with more than 1 sample to get in-between results which can be mapped to ramp, but please beware that this isn't available under karma XPU.
I am told that its in talks internally. Switching to RFE.