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[[Image:valveao.jpg|thumb|Various ambient occlusion maps found in Valve games for eyes and face.]]
[[Image:valveao.jpg|thumb|200px|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 {{clarify}}. 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 {{clarify}}. 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.

Revision as of 15:15, 28 October 2011

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 [Clarify]. 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