$ambientocclusion
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.
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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:
$AmbientOcclusion "0/1"- Disable/Enable Ambient Occlusion. (1 = enabled, 0 = disabled)$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