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Re: trying to get ssao working, too
[Re: Excessus]
#179813
01/25/08 10:35
01/25/08 10:35
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I hope you all can work something out together. You could found a shader-group or 3dgs-shader-foundation And after that you expand the 3dgs templates library and sell a pro template edition for a few dollars. Very impressive. I like this shot very much:
Models, Textures and Games from Dexsoft
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Re: trying to get ssao working, too
[Re: Excessus]
#179815
01/25/08 11:09
01/25/08 11:09
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
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Posts: 8,939
planet.earth
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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.jpgi 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
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Re: trying to get ssao working, too
[Re: bstudio]
#179817
01/25/08 12:47
01/25/08 12:47
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Quote:
Excessus, yes.. its based on substracting the blurred depthmap from the unblurred one.
exactly what i'm doing i was quite chuffed when i thought of it but as per usual i'm being beaten to the punch.
Frank's shot from ChrisB's is quite nice but looks very much like flash-photography because of the uniform soft-shadow-outline that isn't being chopped up over distance.
i spent about 10 minutes on mine today and got severely distracted, but i can always trust ello and BoH_Havoc (and ChrisB it seems) to put up some nice shader work.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: trying to get ssao working, too
[Re: ello]
#179818
01/25/08 12:59
01/25/08 12:59
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
User
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User
Joined: Jun 2004
Posts: 655
to your left
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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.
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Re: trying to get ssao working, too
[Re: ello]
#179820
01/25/08 13:18
01/25/08 13:18
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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It looks quite good so far, I think that I should give it a try as well A few things I found out in the last weeks are, that TargetMap is 32bit rgba with 8bit per channel (I wasn´t able to change that-.-). You can change a bmaps format through bmap_to_format which gives you a few more possibilities for the format. So, if you need a high precision, you will have to render to a bmap and use that one instead of TargetMap.
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