$ambientocclusion
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Todo: Add info on what it is, find out whether it is only for L4D or all Orangebox engine games?
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$AmbientOcclTexture "path/to/vtf"
- Filename of the ambient occlusion texture to use
See also
- Phong materials
- $basetexture
- $envmapmask (specular mask)
- $envmap (environment map)
- $selfillum