$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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Confirm:Does it actually work?
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