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  • ...he diffuse map frequently included burned-in lighting (pre-baked [[ambient occlusion]], etc.) The albedo map should never include pre-baked lighting, as that wo
    2 KB (271 words) - 03:26, 6 June 2018
  • ...too much and dark surfaces result, boost it too much and the mild realtime occlusion effect is lost. The variable is limited but it's worth finding the ideal va Ambient - Light Gray e.g. RGB 200,200,200
    3 KB (464 words) - 03:22, 17 January 2018
  • '''Parameters (Ambient Occlusion - Blue Channel) Texture Example'''
    6 KB (758 words) - 06:24, 20 February 2018
  • * Ambient Occlusion * Ambient Occlusion
    9 KB (1,410 words) - 08:52, 13 February 2024
  • As the game engine provides only basic shadow and ambient occlusion effects, a more convincing result is achieved with some lighting "burnt in" ...tric cab typically has no directional light inside, and relies entirely on ambient illumination). ''
    14 KB (2,247 words) - 05:11, 17 January 2018
  • A: [[Parallax Occlusion Map|Displacement height]]. 0.0 represents the deepest possible value, while B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0).
    8 KB (1,214 words) - 05:42, 28 July 2023
  • ...edo (base colour) texture, a set of parameters textures (emissive, ambient occlusion, roughness and metallicity) combined in one file, and a normals texture.</p
    22 KB (3,485 words) - 05:59, 27 June 2022
  • A: [[Parallax Occlusion Map|Displacement height]]. 0.0 represents the deepest possible value, while ...me assets that you want more of the albedo color to show through indirect (ambient) lit surfaces.
    11 KB (1,754 words) - 00:37, 16 February 2023
  • ...ighting quality in the scene. This effect is entirely unrelated to ambient occlusion configured in the individual meshes. The result is slightly softer-looking
    3 KB (459 words) - 04:19, 16 October 2017
  • A: [[Parallax Occlusion Map|Displacement height]]. 0.0 represents the deepest possible value, while B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0).
    12 KB (1,814 words) - 10:05, 1 August 2022
  • A: [[Parallax Occlusion Map|Displacement height]]. 0.0 represents the deepest possible value, while B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0).
    8 KB (1,197 words) - 06:43, 3 February 2021
  • A: [[Parallax Occlusion Map|Displacement height]]. 0.0 represents the deepest possible value, while B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0).
    16 KB (2,525 words) - 09:37, 5 March 2018
  • * Blue Channel - Ambient occlusion ... reflect the channel id and the type of texture. The emissive and ambient occlusion textures are plain colours but the
    4 KB (659 words) - 22:28, 22 July 2019
  • ...on in the red color channel, roughness in the green color channel, ambient occlusion in the blue color channel and metallness in the alpha channel.
    33 KB (5,439 words) - 09:27, 19 August 2023
  • B: Ambient Occlusion. Defines whether the surface is exposed to ambient lighting conditions (1.0) or affected only by direct lighting (0.0). '''Parameters (Ambient Occlusion - Blue Channel) Texture Example'''
    9 KB (1,379 words) - 08:43, 13 February 2024

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