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Re: [Map compiler] Lightmap-Styles / AO?
[Re: fogman]
#325417
05/26/10 14:52
05/26/10 14:52
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Joined: Jul 2001
Posts: 6,904
HeelX
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Sorry, I thought you were writing the forecast... ;-) So, after reminding you, is the page fogman refered to is that stuff you are intending to add to the compiler?
Yeah, I am looking forward to bake ambient occlusion into my maps. You added radiosity to the map compiler, so, I thought that adding AO to it is not much more difficult than radiosity.
SSAO is indeed a realtime shading algorithm - so, if you won't intend to add AO to the compiler (but that would be a killer feature, just my oppinion), would you please add a SSAO post processing shader to the shader library (another killer feature :-)). The whitepaper from Crytek explains SSAO very well...
Last edited by HeelX; 05/26/10 14:54.
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Re: [Map compiler] Lightmap-Styles / AO?
[Re: Slin]
#325714
05/27/10 19:06
05/27/10 19:06
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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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Baked AO would be fantastic. Even if we used completely dynamic shadows, baking AO would add a lot to scenes.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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