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Author Topic: Ambient occlusion  (Read 38144 times)

M7

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Ambient occlusion
« on: July 18, 2014, 10:00:15 am »


Saw this post on outerra facebook page

https://www.facebook.com/outerra/photos/pcb.779113528806263/779112512139698/?type=1&theater

Is this just and update texture of the cessna or is it a new automatic feature as all object would get ambient occlusion by default?
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Levi

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Re: Ambient occlusion
« Reply #1 on: July 18, 2014, 10:15:34 am »

I guess it's real time ambient occlusion if i'm not wrong :)
Btw, that's great news!
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M7

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Re: Ambient occlusion
« Reply #2 on: July 18, 2014, 10:53:12 am »

Real time ambient occlusion would be amazing. It means that cloudy weather would look especially good and that i would not have to UV unwrap the whole Bismark to get some nice details in the shade  :)
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2eyed

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Re: Ambient occlusion
« Reply #3 on: July 18, 2014, 11:02:25 am »

Nice, it looks like a more basic AO implementation though.
Would be great to have it on terrain/ rocks.
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cameni

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Re: Ambient occlusion
« Reply #4 on: July 18, 2014, 04:47:53 pm »

It's real-time, a faster one. There are actually several different versions of AO algorithms we tested, each with its advantages and weaknesses. A stronger AO effect has some issues on the transition of grass to the terrain, and as a post-process it's problematic to resolve by itself.

AO will be probably made up from several separate algorithms in the end. Terrain will use a hierarchic AO computed from the generated geometry. Another algo for AO between terrain (including trees, which are currently producing fake AO on terrain). Real-time AO will go atop of it, acting on smaller scale details, mostly for objects and grass and such.
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M7

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Re: Ambient occlusion
« Reply #5 on: July 18, 2014, 07:03:44 pm »

Looking forward to see some terrain pics though i think it should make for  greater visual improvement on vehicles (shady side).
« Last Edit: July 18, 2014, 07:08:27 pm by M7 »
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John514

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Re: Ambient occlusion
« Reply #6 on: July 20, 2014, 05:14:11 pm »

Speaking of terrain, when will terrain shadows be added?
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2eyed

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Re: Ambient occlusion
« Reply #7 on: July 21, 2014, 11:56:09 am »

How about a little sneak peek for us alpha customers, regarding AO and terrain self shadowing? An experimental toggle option? ;D
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cameni

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Re: Ambient occlusion
« Reply #8 on: July 21, 2014, 01:20:28 pm »

Terrain self shadowing is dependent on reworking the shadowing system. There are still many issues to resolve before it's usable for anything but selected static shots. Things like finding the balance or combination of algorithms that produce detailed FPS shadows up close, while also working in 50km+ range.

Now the selected shots :)

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PytonPago

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Re: Ambient occlusion
« Reply #9 on: July 21, 2014, 02:13:13 pm »



 .... must have !
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ZeosPantera

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Re: Ambient occlusion
« Reply #10 on: July 21, 2014, 04:24:55 pm »

Yes. Terrain shadowing is a big chunk of what seems missing from the engine. I don't think anybody notices it unless you tell them it isn't there but somewhere inside they feel it is... off.
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cameni

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Re: Ambient occlusion
« Reply #11 on: July 23, 2014, 12:35:59 pm »

Also tree shadows samples:


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Levi

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Re: Ambient occlusion
« Reply #12 on: July 23, 2014, 01:07:04 pm »

OMG, it looks so beautiful!
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Jagerbomber

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Re: Ambient occlusion
« Reply #13 on: July 23, 2014, 01:15:56 pm »

Now that is awesome...

Um.... Does billboard rotation effect the shadow?  :o
That'd be odd-looking.

I'm assuming it casts them like they're perpendicular to the sun.
« Last Edit: July 23, 2014, 01:18:25 pm by Jagerbomber »
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2eyed

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Re: Ambient occlusion
« Reply #14 on: July 23, 2014, 01:16:51 pm »

Oh yes, that's what we need. Gives nice touches to the scene. Far better than the dark blobs we have today.
How distant can you render these?
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