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Occlusion shader for A6 #129798
05/14/07 16:09
05/14/07 16:09
Joined: May 2007
Posts: 30
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fusukery Offline OP
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fusukery  Offline OP
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Joined: May 2007
Posts: 30
Anyone knows where to get an ambient occlusion shader for A6, or info, code snippet of this shader

Re: Occlusion shader for A6 [Re: fusukery] #129799
01/09/08 21:45
01/09/08 21:45
Joined: Jan 2007
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Puppeteer Offline
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Puppeteer  Offline
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Re: Occlusion shader for A6 [Re: Puppeteer] #129800
01/10/08 17:34
01/10/08 17:34
Joined: Jun 2005
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broozar Offline
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broozar  Offline
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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

Re: Occlusion shader for A6 [Re: broozar] #129801
01/11/08 16:21
01/11/08 16:21
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Matt_Aufderheide Offline
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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


Sphere Engine--the premier A6 graphics plugin.

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