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(Added a little on it to get it started, needs more.)
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=== VMT Paremeters ===
=== VMT Paremeters ===
The following is a list of VMT parameters that are needed to enable the Ambient Occlusion:
The following is a list of VMT parameters that are needed to enable the Ambient Occlusion:
<code>$AmbientOcclusion "0/1"</code> - Disable/Enable Ambient Occlusion. (1 = enabled, 0 = disabled)
:<code>$AmbientOcclusion "0/1"</code> - Disable/Enable Ambient Occlusion. (1 = enabled, 0 = disabled)
<code>$AmbientOcclColor "[.n .n .n]"</code> - Replacing n with a number of the color
:<code>$AmbientOcclColor "[.n .n .n]"</code> - Replacing n with a number of the color
<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
 


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

Revision as of 16:40, 26 November 2008

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Todo: Add info on what it is, find out whether it is only for L4D or all Orangebox engine games?

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
$AmbientOcclTexture "path/to/vtf" - Filename of the ambient occlusion texture to use

See also