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Re: trying to get ssao working, too [Re: JibbSmart] #179811
01/25/08 07:15
01/25/08 07:15
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
thanks for sharing your ideas, gonna check them out

Re: trying to get ssao working, too [Re: ello] #179812
01/25/08 10:23
01/25/08 10:23
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
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Excessus  Offline
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E

Joined: Jan 2004
Posts: 2,013
The Netherlands
Could you expand a little on the technique you use? Do you simply take a depth delta between the current and surrounding pixels, or do you actually unproject some points to check for occlusion? How many samples?

Re: trying to get ssao working, too [Re: Excessus] #179813
01/25/08 10:35
01/25/08 10:35
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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
Re: trying to get ssao working, too [Re: Machinery_Frank] #179814
01/25/08 10:37
01/25/08 10:37
Joined: Dec 2003
Posts: 129
Osnabrück, Germany
Ready Offline
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Ready  Offline
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Joined: Dec 2003
Posts: 129
Osnabrück, Germany
Now thats a nice idea ... I'd definitively buy it


Do not underestimate people because they have a low post count... :0
Re: trying to get ssao working, too [Re: Excessus] #179815
01/25/08 11:09
01/25/08 11:09
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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planet.earth
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

Re: trying to get ssao working, too [Re: ello] #179816
01/25/08 12:22
01/25/08 12:22
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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bstudio  Offline
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Joined: Aug 2006
Posts: 652
Netherlands
boh_havoc did something about the edge bleeding in his DOF shader, maybe check that out. It was taken from a ATI paper I believe. Nice shader, maybe I should do some shader work too


BASIC programmers never die, they GOSUB and don't RETURN.
Re: trying to get ssao working, too [Re: bstudio] #179817
01/25/08 12:47
01/25/08 12:47
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
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!
Re: trying to get ssao working, too [Re: ello] #179818
01/25/08 12:59
01/25/08 12:59
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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BoH_Havoc  Offline
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Posts: 655
to your left
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.


Shade-C EVO Lite-C Shader Framework
Re: trying to get ssao working, too [Re: BoH_Havoc] #179819
01/25/08 13:01
01/25/08 13:01
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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Posts: 8,939
planet.earth
i am quite curious about that.. cant await to go on myself tonight


www.earthcontrol.de
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Re: trying to get ssao working, too [Re: ello] #179820
01/25/08 13:18
01/25/08 13:18
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
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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