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Generating Occlusion Maps
Joshua Miller edited this page Jan 26, 2021
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2 revisions
Support for generating ambient-occlusion maps is built-in to PixelGraph. They can be manually "pre-baked" into the project, or automatically generated during publishing. Since generating occlusion maps is often very slow, it is recommended that you pre-bake all your occlusion texture rather than allow the to be generated during publishing.
![Occlusion Properties](https://github.com/null511/PixelGraph/raw/master/media/wiki/occlusion-properties.png)
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Quality - Controls the quality (ray-count) of the generated occlusion texture.
- For fast, low-quality occlusion use a value around
0.04
. - For high-quality occlusion, use values between
0.1
and0.2
. - Avoid using higher values as it will likely take a very long time to complete.
- For fast, low-quality occlusion use a value around
- Step-Count - Defines the maximum distance each ray will travel.
- Z-Bias - Increases the height of the ray origin by the specified value.
- Z-Scale - Defines the vertical scale of the height texture.
The following properties can be manually specified in the Material Properties file.
occlusion:
quality: 0.08
steps: 16
z-bias: 0.1
z-scale: 20
To pre-bake the occlusion map, you can run the following command.
pixelgraph generate occlusion <options>
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