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Full Version: Screen Space Ambient Occlusion
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Something to think about for future versions? Would be pretty good looking if you can get it to run fast. Smile
Sure looks nice... probably really slow though.
Then again... it worked in Crysis, so it can't be too slow...
Yeah, I'm not sure if it would be worth it or not. The good thing is-it's constant, and no matter how complex the scene is it will still have the same speed hit.

[EDIT]I made screen space ambient occlusion for blender (with nodes), please note that there IS NO real lighting here, just faked ambient occlusion. Normally you would add this on top of the real lighting.
[Image: picture1jc3.png]
Looks ok, though I didn't do a very god job. The character bleeds. Now it looks like there's a huge drop shadow in the middle of my 3d scene for no apparent reason. :P


[EDIT1]It's kinda funny, screen space ambient occlusion is fake ambient occlusion which is fake global illumination which is fake light. :P
It might look odd on translucent objects, I'm afraid. Any idea?
Your right, it would only effect the front of the model because of how it works. (image+(image-[z-buffer:blurred]))
But, if it was used as a shader (which could be done easily if Brian added a way to get get the z buffer of each pixel), you could turn it off for some objects.
Crysis used it, it has to be good. :P
>what it's supposed to look like<
Macintosh HD Wrote:It might look odd on translucent objects, I'm afraid. Any idea?

Dim3 doesn't support any kind of translucency.

It does support transparency however. Wink
It does, if you don't try to have them overlapping. It sometimes screws up if two translucent polygons overlap on screen, though. SSAO looks good, I see no reason not to try it.
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