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2 registered members (Quad, AndrewAMD),
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Key:
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Re: Ambient occlusion mapping?
[Re: Puppeteer]
#177228
01/12/08 11:29
01/12/08 11:29
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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ambient occlusion mapping is pre-calculated and baked in any other software. use blender, bake ambient occlusion, and use ventilator's second uv set plugin to make use of it (or if the texture doesn't repeat, just bake it into the actual texture).
realtime ambient occlusion isn't feasible atm but i've been thinking through ways to simulate its appearance by a pp-effect, and if i ever find the time to sit down and do it i'll post here.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Ambient occlusion mapping?
[Re: Excessus]
#177232
01/12/08 17:45
01/12/08 17:45
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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It's possible. But you have to use model-based levels, and render the sceen 2x. First render, have each model render it's depth, then pass this to the next render through the material skin. I'd have to look up the details for SSAO. The computer I have access to don't support shaders, so I can't work on this  BTW: That was a great article, thanks 
xXxGuitar511 - Programmer
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Re: Ambient occlusion mapping?
[Re: frazzle]
#177234
01/12/08 21:05
01/12/08 21:05
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Joined: Mar 2006
Posts: 2,252
Hummel
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Joined: Mar 2006
Posts: 2,252
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