Quote:

Excessus, yes.. its based on substracting the blurred depthmap from the unblurred one. thats why the edgebleeding is occuring,

here is the nodes image i based it on: http://mpan3.homeip.net/content/resources/ssao1.jpg

i need to find a way to prevent that damn edge bleeding... at least i'll see what happens if i get a real smooth blur. could be a nice scene effect




Hmmm...interisting. I think i have an idea on how to use your method (which seems to be the real thing instead of my sloppy method) and get rid of the edge bleeding. I'll check it out and let you know if it works out.


Shade-C EVO Lite-C Shader Framework