$ambientocclusion: Difference between revisions

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[[Image:valveao.jpg|thumb|Various ambient occlusion maps found in Valve games for eyes and face.]]
Ambient occlusion is a shading method which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day.
Ambient occlusion is a shading method which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day.
{{note|Ambient Occlusion maps seem to be used exclusively for eyes and sometimes faces/heads.}}


== Using Ambient Occlusion ==
== Using Ambient Occlusion ==
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:<code>$AmbientOcclColor "[.n .n .n]"</code> - Replacing n with a number of the color (RGB format)
:<code>$AmbientOcclColor "[.n .n .n]"</code> - Replacing n with a number of the color (RGB format)
:<code>$AmbientOcclTexture "path/to/vtf"</code> - Filename of the ambient occlusion texture to use
:<code>$AmbientOcclTexture "path/to/vtf"</code> - Filename of the ambient occlusion texture to use
{{TODO|How does <code>$ambientocclusiontexture</code> fit in with all of this?}}


== See also ==
== See also ==

Revision as of 04:08, 13 August 2010

Various ambient occlusion maps found in Valve games for eyes and face.

Ambient occlusion is a shading method which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day.

Note.pngNote:Ambient Occlusion maps seem to be used exclusively for eyes and sometimes faces/heads.

Using Ambient Occlusion

Example VMT Syntax

The following example is taken from Left 4 Dead from the model material located in L4D root/materials/models/survivors/teenangst/teenangst_eyeball_l.vmt

EyeRefract
{
$Iris "models/survivors/green_iris2" 
$AmbientOcclTexture "models/survivors/survivor_eye_ao" 
$Envmap "Engine/eye-reflection-cubemap-" 
$CorneaTexture "Engine/eye-cornea" 
$EyeballRadius "0.6" 
$AmbientOcclColor "[.4 .4 .4]" Default 0.33, 0.33, 0.33
$Dilation ".5" 
$ParallaxStrength "0.25" 
$CorneaBumpStrength ".5" 
$halflambert 1
$nodecal 1
$ambientocclusion 1

$RaytraceSphere 1 
$SphereTexkillCombo 0 
}

VMT Paremeters

The following is a list of VMT parameters that are needed to enable the Ambient Occlusion:

$AmbientOcclusion "0/1" - Disable/Enable Ambient Occlusion. (1 = enabled, 0 = disabled)
$AmbientOcclColor "[.n .n .n]" - Replacing n with a number of the color (RGB format)
$AmbientOcclTexture "path/to/vtf" - Filename of the ambient occlusion texture to use
Todo: How does $ambientocclusiontexture fit in with all of this?


See also