Wrinkle maps: Difference between revisions
Jump to navigation
Jump to search
Note:WrinkleMaps maps seem to be used exclusively for eyes and sometimes faces/heads.
Note:It also seems to only work on
Confirm:Does
(Created page with "thumb|200px|Various WrinkleMaps maps found in Valve games for eyes and face. WrinkleMaps is a shading method which helps add realism to local reflection mo...") |
No edit summary |
||
Line 1: | Line 1: | ||
[[Image: | [[Image:Valve_l4d2_wrinkle.png|thumb|200px|Coach's wrinklemap from Left4Dead2.]] | ||
WrinkleMaps 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, WrinkleMaps 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 WrinkleMaps alone is similar to the way an object appears on an overcast day. | WrinkleMaps 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, WrinkleMaps 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 WrinkleMaps alone is similar to the way an object appears on an overcast day. |
Revision as of 20:56, 14 June 2013
WrinkleMaps 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, WrinkleMaps 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 WrinkleMaps alone is similar to the way an object appears on an overcast day.


EyeRefract
Using WrinkleMaps
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 Parameters
The following is a list of VMT parameters that are needed to enable the WrinkleMaps:
$AmbientOcclusion "0/1"
- Disable/Enable WrinkleMaps. (1 = enabled, 0 = disabled)

$AmbientOcclusion
actually toggle the effect?$AmbientOcclColor "[.n .n .n]"
- Replacing n with a number of the color (RGB format)$AmbientOcclTexture "path/to/vtf"
- Filename of the WrinkleMaps texture to use
Todo: How does
$ambientocclusiontexture
fit in with all of this?Source Filmmaker
$AmbientOcclusion "0"
can be used to toggle SSAO off on a specific model; for example, a prop in a skybox.
See also
- Phong materials
- $phong
- $basetexture
- $envmapmask (specular mask)
- $envmap (environment map)
- $selfillum