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Re: Crytek's SSAO development thread
[Re: Superku]
#343642
10/08/10 12:05
10/08/10 12:05
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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As you might have seen it, there seems to be a bug in either the particle system of GS or in my code - the particles are drawn brighter as they are into the AO'ed-scene. JCL confirmed it and is working on it after he has finished some more urgent work.
In the meantime I will have a look at (blurred-) stencil shadows, since this is maybe the most popular method of adding dynamic shadows atm. I already had some requests for the support of the new PSSM feature, but first I didn't tried it yet and second I want to wait until it has matured a little bit more so that JCL releases a public beta release in some time. Sounds reasonable, ain't it?
I started programming on Trixie HD and will be away from 12.-22.10. (London & the Netherlands), so don't expect any big news until the end of the month.
Best regards, -Chris
Last edited by HeelX; 10/08/10 12:06.
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Re: Crytek's SSAO development thread
[Re: HeelX]
#343644
10/08/10 12:20
10/08/10 12:20
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Yes, I've followed your bug report. Nevertheless, I find that the particles look much more appealing to the eye because of this bug.  Have fun in London!
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Crytek's SSAO development thread
[Re: Superku]
#343837
10/10/10 18:49
10/10/10 18:49
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
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Joined: Jul 2001
Posts: 6,904
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Short message: stencil shadows are now working correctly, so that you can use stencil_blur(1); from mtlView.c now: (watch it fullsize by rightclick .. / show image)  Since I have access to normal- and depth values per pixel, I am thinking of adding my own support for screen-space blurring the stencil shadows - because I can then avoid shadow bleeding (because it is --screen-space-- blurred) and offer better blurring methods (I hate that poisson blur... it is too soft for my taste)). I am also very disappointed that block-lightmaps, the stencil shadow map and my AO map are ultimately multiplied all together. Isn't taking just the darkest value more realistic? I never saw that e.g. a shadow of a person, who is walking into a shadow from a house, is darkening the shadow of the house Grr... man, I hate monolithic shader solutions (like those one and half things which are talked about here and then) but I think I have to take this convenient opportunity in the future
Last edited by HeelX; 10/10/10 18:51.
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Re: Crytek's SSAO development thread
[Re: HeelX]
#344089
10/13/10 18:51
10/13/10 18:51
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Well, the Shadow darkens shadow effect is truly present, even with a house shadow. Sometimes its more/less noticeable.
Effect is caused by less 'Light bounces' hitting the environment, blocked by your body.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Crytek's SSAO development thread
[Re: Rackscha]
#344103
10/13/10 21:08
10/13/10 21:08
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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which is actually what ambient occlusion does, still your shadow and house's shadow do not add up.
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Re: Crytek's SSAO development thread
[Re: Zapan@work]
#346658
11/08/10 17:04
11/08/10 17:04
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
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Joined: Jul 2001
Posts: 6,904
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When do you plan to upload a new version? When the next public A8 version will be released, because it includes a necessary bugfix for the newly added particle stage. I also want to take the opportunity to take that time to reduce the memory consumption a bit.
Last edited by HeelX; 11/08/10 17:05.
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