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Author Topic: Ambient Occlusion  (Read 6653 times)

mori

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Ambient Occlusion
« on: July 26, 2013, 02:41:00 pm »

Can you add it in next version? I know there are a lot of simple algorithms out there that doesnt require
big amount of time to implement. Im asking this because it's a big deal when you model.
I can texture my models with baked ao, wich means i need big res textures, which means i lose
ability to tile them correctly (at least ofc you dont add additive (multiplicative?) texture map for exact that purpose,
on different uvw channel).

It's a big deal, now it's eather tiled, detailed in close ups, or good looking from far with baked ao, but pixelated at close ups.
Need to somehow adress that.

Imho best way is to make overlay for baked ao, and implement ssao also, so modellers would be free to work the way they like.
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2eyed

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Re: Ambient Occlusion
« Reply #1 on: July 26, 2013, 03:26:53 pm »

Well, the hangars seem to have some sort of ao. Since there is a texture for it, ist probably pre
baked. Also tree shadows have kind of ao. Good ao is costly, afaik.
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mori

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Re: Ambient Occlusion
« Reply #2 on: July 26, 2013, 04:06:26 pm »

Code: [Select]
"tex_diffuse" : "hangar_ao.dds",
it's ao used as diffuse.
Its ok to have some models with 1024 texture in view, but when you have 1000 models its a huge problem.
Ideally ao (or better something like Beast lightmapper) should be like 128*128 and not they are bind together, so if ao
is 128 then diffuse will be 128 which is unacceptable.

Yes ao is very costly, but it doesnt mean its useless.
First of all, its up to user to decide to use it or not, but provide the option.
Secondly, i could use very high quality ssao (yes like 1-2 fps :) ), for making static screenshots.

And btw modern pc's are capable.
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cameni

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Re: Ambient Occlusion
« Reply #3 on: July 27, 2013, 01:57:51 am »

SSAO requires certain prerequisites, it can be done once the pipeline is reworked to support other things like multiple lights etc.
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mori

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Re: Ambient Occlusion
« Reply #4 on: July 27, 2013, 08:33:38 pm »

Yes, lights are awsome!
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