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ambient_occlusion_maps_knald_1.2 [2016/10/10 21:22]
adavies [The Image Ambient Occlusion Group's Settings]
ambient_occlusion_maps_knald_1.2 [2016/11/15 03:07]
adavies [The Mesh Ambient Occlusion Group's Settings]
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 **AO Scale:** The strength of the image based AO, irrespective of the Global Intensity slider. **AO Scale:** The strength of the image based AO, irrespective of the Global Intensity slider.
  
-**Activate** This check box is a toggle to enable and disable Low Poly Ambient Occlusion via an imported mesh.+**Activate ​Mesh AO** This check box is a toggle to enable and disable Low Poly Ambient Occlusion via an imported mesh
 + 
 +**Weighting:​** A choice between different methods of occluder weighting. 
 +  * **Cosine:** Each sample is weighted by it's cosine to the normal. 
 +  * **Uniform Clamped:** A uniform weighting of visible directions gives the percentage of visible surface area on the hemisphere. 
 +  * **Uniform Unclamped:​** Corresponds to projection of visibility onto the first spherical harmonic band L=0.
  
 **Opacity:​** The level of opacity used when mixing the Low Poly Ambient Occlusion with the image based Ambient Occlusion. **Opacity:​** The level of opacity used when mixing the Low Poly Ambient Occlusion with the image based Ambient Occlusion.
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 **Weighting:​** A choice between different methods of occluder weighting. **Weighting:​** A choice between different methods of occluder weighting.
   * **Cosine:** Each sample is weighted by it's cosine to the normal.   * **Cosine:** Each sample is weighted by it's cosine to the normal.
-  * **Uniform Clamped:​** ​The bent normal represents the expectation for the distribution ​of visible directions. +  * **Uniform Clamped:​** ​A uniform weighting ​of visible directions ​gives the percentage of visible surface area on the hemisphere
-  * **Uniform Unclamped:​** Corresponds to projection of visibility onto second ​spherical harmonic band L=1.+  * **Uniform Unclamped:​** Corresponds to projection of visibility onto the first spherical harmonic band L=0.
  
 **Ignore Backface Hits** Checking this option ignores backface ray hits, which is useful in instances where you are using floating geometry on the High Poly mesh.  **Ignore Backface Hits** Checking this option ignores backface ray hits, which is useful in instances where you are using floating geometry on the High Poly mesh. 
ambient_occlusion_maps_knald_1.2.txt · Last modified: 2017/05/23 03:49 (external edit)