SFM/Ambient Occlusion: Difference between revisions
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Ambient Occlusion in the Source | Ambient Occlusion in the Source engine determines the geometric integration of soft shadows generated by realistic rays. | ||
Valve's Source engine uses SSAO which stands for Screen Space Ambient Occlusion. | |||
== What Visual Difference Ambient Occlusion Makes == | == What Visual Difference Ambient Occlusion Makes == | ||
Ambient Occlusion in the Source engine determines the diffusion of soft shadows | |||
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-Comparison picture: | -Comparison picture: | ||
'''No DoF''' versus '''DoF at varying sample rates''' | '''No DoF''' versus '''DoF at varying sample rates''' | ||
== Camera Settings == | |||
-SSAO Bias | |||
-SSAO Strength | |||
-SSAO Radius | |||
{{shortpagetitle}} | {{shortpagetitle}} | ||
[[Category:Source Filmmaker]] | [[Category:Source Filmmaker]] |
Revision as of 09:30, 16 August 2012
Ambient Occlusion in the Source engine determines the geometric integration of soft shadows generated by realistic rays.
Valve's Source engine uses SSAO which stands for Screen Space Ambient Occlusion.
What Visual Difference Ambient Occlusion Makes
Ambient Occlusion in the Source engine determines the diffusion of soft shadows
Enabling Ambient Occlusion
Enabling Ambient Occlusion is as easy as right-clicking the viewport and heading to your render settings. In the dialog box for your render settings, check the box adjacent from the Ambient Occlusion setting which reads "enable". Make sure that the drop-down menu next to the AO setting reads "AO Only" and not "Outline(link) Only" or "AO & Outline" (edit for proof, add pictures).

-Comparison picture: No DoF versus DoF at varying sample rates
Camera Settings
-SSAO Bias -SSAO Strength -SSAO Radius