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Ambient occlusion mapping? #177227
01/09/08 21:46
01/09/08 21:46
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline OP
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Puppeteer  Offline OP
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Is this possible with the GS?

Thank you


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Ambient occlusion mapping? [Re: Puppeteer] #177228
01/12/08 11:29
01/12/08 11:29
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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!
Re: Ambient occlusion mapping? [Re: JibbSmart] #177229
01/12/08 12:56
01/12/08 12:56
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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how to create such a effect in blender?
...btw-I´m a blender-noob^^

Thx

Re: Ambient occlusion mapping? [Re: Hummel] #177230
01/12/08 14:51
01/12/08 14:51
Joined: Jan 2007
Posts: 221
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Fenriswolf Offline
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Joined: Jan 2007
Posts: 221
For generating a Ambient Occlusion Map in Blender your Mesh needs a UV Map and a texture (a single-colored texture is sufficient).

Just open the Scene Panel (F10), click on the 'Bake' tab, select Ambient Occlusion and press the 'Bake' button and you are done.

Re: Ambient occlusion mapping? [Re: Fenriswolf] #177231
01/12/08 16:16
01/12/08 16:16
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
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Excessus  Offline
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The Netherlands
I think screen space ambient occlusion is possible in 3dgs. The only problem might be that you need access to the scene depth, which I'm not sure is possible in 3dgs.

Here is an article about how they did it in the CryEngine 2: http://delivery.acm.org/10.1145/1290000/...CFTOKEN=6184618

Re: Ambient occlusion mapping? [Re: Excessus] #177232
01/12/08 17:45
01/12/08 17:45
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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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
Re: Ambient occlusion mapping? [Re: xXxGuitar511] #177233
01/12/08 20:02
01/12/08 20:02
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Antwerp,Belgium
Quote:


BTW: That was a great article, thanks





Confirmed, very interesting
Thanks Excessus !!
Sorry for being off-topic.

Cheers

Frazzle


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Re: Ambient occlusion mapping? [Re: frazzle] #177234
01/12/08 21:05
01/12/08 21:05
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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@Fenriswolf: Thx!


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