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gamedev:textureproperties:ambient_occlusion

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gamedev:textureproperties:ambient_occlusion [2012/12/01 18:27] dragonlordgamedev:textureproperties:ambient_occlusion [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin texture ao}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **ambient.occlusion**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **ambient.occlusion**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: ambient.occlusion ====== 
-====== Summary ====== + 
-</WRAP> +Defines the ambient occlusion factor
-<WRAP boxcontent> +
-|Texture Property Name|ambient.occlusion| +
-|Description|Defines the ambient occlusion factor|+
 |Excepted Data Source|1 component image| |Excepted Data Source|1 component image|
 |Data Range|0 to 1| |Data Range|0 to 1|
 |Default Value|1| |Default Value|1|
-|Affected Module|Graphic| +|Affected Modules|Graphic| 
-</WRAP>+|Linked Properties|-| 
  
 ====== Description ====== ====== Description ======
 +
 The **ambient.occlusion** texture property defines the ambient occlusion for a material. In the real world only a fraction of ambient light enters bumps and cravices in objects. This results in such places to be somewhat darker than the rest of the object. In games the low polygon models are flat and such details are only shown using normal mapping. Normal mapping can though not take care of darkening pixels due to ambient occlusion. For this an additional AO map is required storing for each pixel the percentage of ambient lighting potentially hitting this point. The **ambient.occlusion** texture property defines the ambient occlusion for a material. In the real world only a fraction of ambient light enters bumps and cravices in objects. This results in such places to be somewhat darker than the rest of the object. In games the low polygon models are flat and such details are only shown using normal mapping. Normal mapping can though not take care of darkening pixels due to ambient occlusion. For this an additional AO map is required storing for each pixel the percentage of ambient lighting potentially hitting this point.
  
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 ====== Examples ====== ====== Examples ======
-( TODOexample image )+ 
 +<WRAP center 100%> 
 +<WRAP center box 850px> 
 +{{ :gamedev:textureproperties:ao.png |Material with and without ambient occlusion}} 
 +<WRAP centeralign>Material with and without ambient occlusion. On the left side there is no ambient occlusion. The lighting looks flat. On the right there is ambient occlusion generated by Blender3D. Lighting has more depth in cravices and holes.</WRAP> 
 +</WRAP> 
 +</WRAP>
gamedev/textureproperties/ambient_occlusion.1354386440.txt.gz · Last modified: 2012/12/01 18:27 by dragonlord