Understanding ambient occlusion


show more Understanding ambient occlusion provides you with in-depth training on 3D + Animation. Taught by Adam Crespi as part of the Creating Urban Game Environments in 3ds Max show less
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Understanding ambient occlusion

In a game we are telling a story. The difference between a game and film is the immersion in the narrative of the player. As with any story there is always a certain mood and look to it. One of the tools we have to get a certain look across in games is Ambient Occlusion. The idea in Ambient Occlusion, as you can see here on this model, is that adjacent objects cast darkness on each other or block bounced light. This scene doesn't have any lights. There is actually no lighting going on. It just looks like this building has well grunge or darkness up the sides and it really grounds the model.

The idea in Ambient Occlusion is that light bounces and at some point that light has bounced enough it is ambient. Ambient Occlusion then is the blocking of general bounce light by adjacent objects. For comparison I am going to switch this out for a raw diffuse texture. This is a straight texture on the building. Notice how everything kind of floats and it's very clean. We can also use Ambient Occ...

Understanding ambient occlusion
Video duration: 1m 50s 5h 54m Intermediate

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Understanding ambient occlusion provides you with in-depth training on 3D + Animation. Taught by Adam Crespi as part of the Creating Urban Game Environments in 3ds Max

Subject:
3D + Animation
Software:
3ds Max
Author:
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