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ambient_occlusion_maps_knald_1.2 [2016/10/10 20:36] adavies [The Baker Ambient Occlusion Group's Settings] |
ambient_occlusion_maps_knald_1.2 [2017/05/23 03:49] (current) |
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The Ambient Occlusion maps within Knald are generated on the fly from the Normal & Height Maps provided by [[the_integrator_knald_1.2|The Integrator.]] They are adjustable in real time and produce extremely high quality and clean results that rival baked AO at 600+ rays. | The Ambient Occlusion maps within Knald are generated on the fly from the Normal & Height Maps provided by [[the_integrator_knald_1.2|The Integrator.]] They are adjustable in real time and produce extremely high quality and clean results that rival baked AO at 600+ rays. | ||
- | You can also generate Ambient Occlusion from high to low polygonal meshes via [[the_baker_knald|The Baker]]. | + | You can also generate Ambient Occlusion from high to low polygonal meshes via [[the_baker_knald_1.2|The Baker]]. |
- | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/ao_knald_beta.png?950|Image, Mesh & Baker Ambient Occlusion Settings}}] | + | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/ao_knald_settings_1.2.png?950|Image, Mesh & Baker Ambient Occlusion Settings}}] |
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- | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/ao_image_knald.png?nolink|Image Ambient Occlusion}}] | + | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/ao_image_knald_1.2.png?nolink|Image Ambient Occlusion}}] |
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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. | ||
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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. |
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+ | **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. | ||
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+ | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/buck_head_ao_cosine_clamped_unclamped.jpg?nolink&1150|The difference between the three weighting methods for AO within Knald. Cosine (left), Uniform Clamped (middle) & Uniform Unclamped (right).}}] | ||
**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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[{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/ao_baker_knald_1.2.png?nolink|Baker Ambient Occlusion}}] | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/ao_baker_knald_1.2.png?nolink|Baker 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. |