Occlusion shader for A6

Posted By: fusukery

Occlusion shader for A6 - 05/14/07 16:09

Anyone knows where to get an ambient occlusion shader for A6, or info, code snippet of this shader
Posted By: Puppeteer

Re: Occlusion shader for A6 - 01/09/08 21:45

I would like to see something like this too:
http://en.9jcg.com/featured_artists/toni_bratincevic/slow_decay_files/slow_decay_14_l.jpg
Posted By: broozar

Re: Occlusion shader for A6 - 01/10/08 17:34

build your game out of models/meshes, generate AO maps in your favourite 3d modeller (xsi, maya, max, lw, cinema), export it as a texture and combine it with the shadow map. afaik there's a "radiosity" lightmapper on the forecast page. could take only some years
Posted By: Matt_Aufderheide

Re: Occlusion shader for A6 - 01/11/08 16:21

There is a simpler and more efficient way to do this however. In Crysis for instance they use something screen-space ambient occlusion.

This basically entails rendering the scene's depth first, and then doing to ambient occlusion as a post process. You can find info about this on sites like gamedev.com
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