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[[Image:valveao.jpg|thumb|Various ambient occlusion maps found in Valve games for eyes and face.]] | [[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 {{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|Ambient Occlusion maps seem to be used exclusively for eyes and sometimes faces/heads.}} | {{note|Ambient Occlusion maps seem to be used exclusively for eyes and sometimes faces/heads.}} |
Revision as of 16:41, 8 December 2010
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.

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
$ambientocclusiontexture
fit in with all of this?
See also
- Phong materials
- $phong
- $basetexture
- $envmapmask (specular mask)
- $envmap (environment map)
- $selfillum