Difference between revisions of "Ambient occlusion vertex color"

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<!-- ## page was renamed from Ambient-Occlusion Vertex Color -->
 
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* [[Polycount|Main Page]] > [[Category:Texturing]] > [[VertexColor]] > [[Ambient-Occlusion Vertex Color]]
 
 
 
= Ambient-Occlusion Vertex Color =
 
= Ambient-Occlusion Vertex Color =
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[[VertexColor|Vertex color]] can be used to store [[AmbientOcclusionMap|ambient occlusion]] (AO) lighting information.
  
  
  
<span id="VCAO"></span><span id="VertexColorAO"></span>
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== Pros ==
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Vertex color AO works well for meshes that use tiled textures, like environment models, because the tiling prevents unique lighting from being added to the textures. In this case texture-based AO would require a separate non-tiled texture using a second set of UVs, which would increase the texture memory and also increase the vertex count for the model (to store the 2nd set of UVs).
  
== Vertex Color AO ==
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== Cons ==
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The downside of vertex color is that AO resolution is dependent on the complexity of the mesh. The less vertices there are, the less precise the shading will be. More edges can be added to the model, but it usually requires a tedious manual process.
  
[http://doc.crymod.com/SandboxManual/frames.html?frmname=topic&frmfile=MaterialEditorRef.html CryEngine2 uses vertex color] for baked ambient occlusion. Vertex color is fairly inexpensive because it doesn't require memory-hungry textures.  
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== Examples ==
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[[CryEngine2]] uses vertex color for baked ambient occlusion, see the [http://doc.crymod.com/SandboxManual/frames.html?frmname=topic&frmfile=MaterialEditorRef.html Sandbox Manual].  
  
Vertex color AO works well for meshes that use tiled textures, like environment models, because the tiling prevents unique lighting from being added to the textures. In this case textured AO would require a separate non-tiled texture using a second set of UVs, which would increase the vertex count for the model and increase the texture memory.
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== Methods ==
  
The downside of vertex color is that AO resolution will be dependent on the complexity of the mesh. The less vertices there are, the less precise the shading will be.  
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<span id="Baking_Vertex_Color_AO_in_3ds_Max"></span>
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=== Vertex AO in 3ds Max ===
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The simplest way to bake vertex color AO in 3ds Max is to use Radiosity. For additional methods, see the thread [http://boards.polycount.net/showthread.php?t=52495 Baking Vertex Illumination without using radiosity] on the Polycount forum.
  
For AO vertex color baking methods, see the thread [http://boards.polycount.net/showthread.php?t=52495 Baking Vertex Illumination without using radiosity] on the Polycount forum.
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1. Place skylight anywhere.
 
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# Set Sky color to white.
== Baking Vertex Color AO in 3DSMax ==
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# Turn on "Cast Shadows" (optional).
 
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1. Render -> Render.
1. Place skylight anywhere
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# Advance lighting tab.
# Set Sky color to white
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# Select Advanced Lighting Rollout.
# Turn on "Cast Shadows" (Optional)
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# Set advance lighting to radiosity.
1. Render>Render
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## Radiosity Processing Parameters Rollout.
# Advance lighting tab
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## Initial quality = 95.
# Select Advanced Lighting Rollout
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## Refine Iterations (All Objects) = 1.
# Set advance lighting to radiosity
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## Indirect Light Filte r= 1.
## Radiosity Processing Parameters Rollout
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## Initial quality \-> 95
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## Refine Iterations (All Objects) \-> 1
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## Indirect Light Filter \-> 1
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# Rendering Parameters
 
# Rendering Parameters
## Re-Use Direct Illumination from Radiosity Solution
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## Re-Use Direct Illumination from Radiosity Solution.
 
# Under Radiosity Processing Parameters click start.
 
# Under Radiosity Processing Parameters click start.
1. Select all the geometry
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1. Select all the geometry.
 
# Command Panel -> Utility Tab -> More...
 
# Command Panel -> Utility Tab -> More...
## Assign Vertex Colors
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## Assign Vertex Colors.
## Vertex Illum
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## Vertex Illum.
## Lighting Only
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## Lighting Only.
## Color by Vertex
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## Color by Vertex.
## Radiosity, Reuse Direct Illum. From Solution
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## Radiosity -> Reuse Direct Illum. From Solution.
## Assign to selected
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## Assign to Selected.
 
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=== Vertex AO in Maya ===
* [[Polycount|Main Page]] > [[Category:Texturing]] > [[VertexColor]] > [[Ambient-Occlusion Vertex Color]]
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??
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----
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[[Category:Texturing]] [[Category:TextureTechnique]]

Revision as of 09:53, 17 September 2010

Ambient-Occlusion Vertex Color

Vertex color can be used to store ambient occlusion (AO) lighting information.


Pros

Vertex color AO works well for meshes that use tiled textures, like environment models, because the tiling prevents unique lighting from being added to the textures. In this case texture-based AO would require a separate non-tiled texture using a second set of UVs, which would increase the texture memory and also increase the vertex count for the model (to store the 2nd set of UVs).

Cons

The downside of vertex color is that AO resolution is dependent on the complexity of the mesh. The less vertices there are, the less precise the shading will be. More edges can be added to the model, but it usually requires a tedious manual process.

Examples

CryEngine2 uses vertex color for baked ambient occlusion, see the Sandbox Manual.

Methods

Vertex AO in 3ds Max

The simplest way to bake vertex color AO in 3ds Max is to use Radiosity. For additional methods, see the thread Baking Vertex Illumination without using radiosity on the Polycount forum.

1. Place skylight anywhere.

  1. Set Sky color to white.
  2. Turn on "Cast Shadows" (optional).

1. Render -> Render.

  1. Advance lighting tab.
  2. Select Advanced Lighting Rollout.
  3. Set advance lighting to radiosity.
    1. Radiosity Processing Parameters Rollout.
    2. Initial quality = 95.
    3. Refine Iterations (All Objects) = 1.
    4. Indirect Light Filte r= 1.
  4. Rendering Parameters
    1. Re-Use Direct Illumination from Radiosity Solution.
  5. Under Radiosity Processing Parameters click start.

1. Select all the geometry.

  1. Command Panel -> Utility Tab -> More...
    1. Assign Vertex Colors.
    2. Vertex Illum.
    3. Lighting Only.
    4. Color by Vertex.
    5. Radiosity -> Reuse Direct Illum. From Solution.
    6. Assign to Selected.

<
>

Vertex AO in Maya

??


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