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The Ambient Occlusion maps within Knald are generated one the fly from the Normal & Height Maps provided by 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 one the fly from the Normal & Height Maps provided by The Integrator. They are adjustable in real time and produce extremely high quality and clean results that rival baked AO at 600+ rays. | ||
+ | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/ao_knald.png?nolink|Ambient Occlusion Settings}}] | ||
- | Ambient Occlusion settings | + | ===== The Ambient Occlusion Group's Settings ===== |
- | + | **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. | + | |
- | Mesh AO: This check box is a toggle to enable and disable Low Poly Ambient Occlusion via an imported mesh. | + | **Mesh AO:** This check box is a toggle to enable and disable Low Poly Ambient Occlusion via an imported mesh. |
- | 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. |
- | Rays: This slider is used to determine the number of samples in a discrete evaluation of the integral across the half sphere for diffuse outgoing radiance with a constant radiance field with a minimum of 256 and maximum of 8192 rays being available. A higher number or rays will increase the quality of the Low Poly Ambient Occlusion at the cost of speed. We do not recommend going below a value of 512 rays as this can cause banding to appear in the map. A value of 1024-2048 or above should be perfect for production. | + | **Rays:** This slider is used to determine the number of samples in a discrete evaluation of the integral across the half sphere for diffuse outgoing radiance with a constant radiance field with a minimum of 256 and maximum of 8192 rays being available. |
+ | * A higher number or rays will increase the quality of the Mesh Ambient Occlusion at the cost of speed. | ||
+ | * We do not recommend going below a value of 512 rays as this can cause banding to appear in the map. | ||
+ | * A value of 1024-2048 or above should be perfect for production. | ||
- | Bias: A bias value based upon mesh density. A value of 10 should be good in most situations. | + | **Bias:** A bias value based upon mesh density. A value of 10 should be good in most situations. |
+ | [{{https://s3.amazonaws.com/docs.knaldtech.com/docuwiki/rubble_tile_occlusion.jpg?nolink&512|Ambient Occlusion}}] |