$ambientocclusion: Difference between revisions
m (Upon testing in Alien Swarm and L4D, on/off made no difference.) |
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Ambient occlusion is a shading method which helps add realism to local reflection models by taking into account attenuation of light due to occlusion {{clarify}}. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. | Ambient occlusion is a shading method which helps add realism to local reflection models by taking into account attenuation of light due to occlusion {{clarify}}. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. | ||
{{note|Ambient Occlusion maps seem to be used exclusively for eyes and sometimes faces/heads.}} | {{note|Ambient Occlusion maps seem to be used exclusively for eyes and sometimes faces/heads, although they appear only to work on eyes.}} | ||
{{note|It also seems to only work on <code>EyeRefract</code>}} | |||
== Using Ambient Occlusion == | == Using Ambient Occlusion == | ||
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The following is a list of VMT parameters that are needed to enable the Ambient Occlusion: | The following is a list of VMT parameters that are needed to enable the Ambient Occlusion: | ||
:<code>$AmbientOcclusion "0/1"</code> - Disable/Enable Ambient Occlusion. (1 = enabled, 0 = disabled) | :<code>$AmbientOcclusion "0/1"</code> - Disable/Enable Ambient Occlusion. (1 = enabled, 0 = disabled) | ||
{{confirm|Does <code>$AmbientOcclusion</code> actually toggle the effect?}} | |||
:<code>$AmbientOcclColor "[.n .n .n]"</code> - Replacing n with a number of the color (RGB format) | :<code>$AmbientOcclColor "[.n .n .n]"</code> - Replacing n with a number of the color (RGB format) | ||
:<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 |
Revision as of 07:23, 13 June 2013
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.


EyeRefract
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 Parameters
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)

$AmbientOcclusion
actually toggle the effect?$AmbientOcclColor "[.n .n .n]"
- Replacing n with a number of the color (RGB format)$AmbientOcclTexture "path/to/vtf"
- Filename of the ambient occlusion texture to use
$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