$ambientocclusion: Difference between revisions
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Note:Ambient Occlusion maps seem to be used exclusively for eyes and sometimes faces/heads.
Note:It also seems to only work on
Note:Used to toggle SSAO off/on for models in Source Film Maker.
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=== VMT Parameters === | === VMT Parameters === | ||
;<code>$AmbientOcclusion <bool></code> | |||
{{ | : Disable/Enable Ambient Occlusion. (1 = enabled, 0 = disabled) | ||
{{note|Used to toggle SSAO off/on for models in Source Film Maker.}} | |||
;<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 | |||
{{TODO|How does <code>$ambientocclusiontexture</code> fit in with all of this?}} | {{TODO|How does <code>$ambientocclusiontexture</code> fit in with all of this?}} | ||
== See also == | == See also == |
Revision as of 15:43, 30 September 2016
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
$AmbientOcclusion <bool>
- 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
Todo: How does
$ambientocclusiontexture
fit in with all of this?See also
- Phong materials
- $phong
- $basetexture
- $envmapmask (specular mask)
- $envmap (environment map)
- $selfillum