Ambient Occlusion in source!?

Got problems with your models? Struggling with textures? Get help with your custom assets.

Ambient Occlusion in source!?

Postby Jike on Sat May 01, 2010 10:30 pm

Does this work?
How does this work?

Just brainstorm anything you might know!
-Jike
Image
Image
Jike
1337 p0st3r
1337 p0st3r
 
Joined: Mon Feb 08, 2010 6:58 pm

Re: Ambient Occlusion in source!?

Postby marks on Sat May 01, 2010 10:45 pm

you paint the AO onto the diffuse map?! Unless you mean realtime/dynamic in which case it should be all done with code.
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: Ambient Occlusion in source!?

Postby Surfa on Sat May 01, 2010 11:21 pm

Yeah a little more detail would be nice.

Do you mean ssao because that is possible (well if the depth buffer was a little nicer)?
Or maybe you mean a baked lightmap on a model (still possible but has to be done in a very hacky way)?
Or maybe just the good old fashion whack it in the diffuse texture on a multiply layer?
Surfa
May Contain Skills
May Contain Skills
 
Joined: Sun Dec 30, 2007 3:04 pm

Re: Ambient Occlusion in source!?

Postby TicTac on Sat May 01, 2010 11:30 pm

If you use an NVIDIA card, you can force SSAO on from the nvidia control panel. Looks nice in TF2, a little strange in most other things though.
Competent Level Designer, 3D Artist.
I don't really look like my avatar
User avatar
TicTac
Veteran
Veteran
 
Joined: Sat Aug 02, 2008 1:30 am
Location: Philadelphia

Re: Ambient Occlusion in source!?

Postby stoopdapoop on Sun May 02, 2010 12:40 am

TicTac wrote:If you use an NVIDIA card, you can force SSAO on from the nvidia control panel. Looks nice in TF2, a little strange in most other things though.


how? :(
I'm Brown
Image
User avatar
stoopdapoop
Veteran
Veteran
 
Joined: Sun Aug 21, 2005 2:14 am
Location: Ann Arbor, MI

Re: Ambient Occlusion in source!?

Postby TicTac on Sun May 02, 2010 1:49 am

Find the NVIDIA control panel (Check your start menu)
Click the menu "Manage 3D Settings" (it should be on the left of the screen, in a drop-down menu tree)
Decide if you want to force settings on for everything (not recommended if you get iffy FPS in some games) or just a few games
Start changing settings :) Ambient Occlusion will be at the top of the list
Competent Level Designer, 3D Artist.
I don't really look like my avatar
User avatar
TicTac
Veteran
Veteran
 
Joined: Sat Aug 02, 2008 1:30 am
Location: Philadelphia

Re: Ambient Occlusion in source!?

Postby Zabiela on Sun May 02, 2010 3:02 am

Image

A quick search yields other examples of the Nvidia AO in source games.

I tried it in l4d and personally didnt like it. It uses some cheap calculation and thus looks pretty... cheap. It basically just sticks shadows to nooks in the geometry, but its inconsistent and prone to errors.
User avatar
Zabiela
Been Here A While
Been Here A While
 
Joined: Fri Feb 09, 2007 11:28 pm

Re: Ambient Occlusion in source!?

Postby TicTac on Sun May 02, 2010 3:30 am

Looks pretty good in TF2, everywhere but the spawn rooms
Competent Level Designer, 3D Artist.
I don't really look like my avatar
User avatar
TicTac
Veteran
Veteran
 
Joined: Sat Aug 02, 2008 1:30 am
Location: Philadelphia

Re: Ambient Occlusion in source!?

Postby nub on Sun May 02, 2010 7:25 am

Where the hell is the hl2.exe for TF2? I can't enable it in the control panel without that. D:
User avatar
nub
Veteran
Veteran
 
Joined: Tue Nov 15, 2005 1:11 am
Location: Charlotte, NC, US

Re: Ambient Occlusion in source!?

Postby Jike on Sun May 02, 2010 7:45 am

marks wrote:you paint the AO onto the diffuse map?! Unless you mean realtime/dynamic in which case it should be all done with code.


What's a diffuse map? What does the Ambien Occlusion do? What does it generally do?

Surfa wrote:
Do you mean ssao because that is possible (well if the depth buffer was a little nicer)?
Or maybe you mean a baked lightmap on a model (still possible but has to be done in a very hacky way)?
Or maybe just the good old fashion whack it in the diffuse texture on a multiply layer?


Whats SSAO? Baking lightmaps on models would be awesome! How does it work? Does it look good?
Whats a depth buffer? What do you mean with multiply layer?

Haha, sorry for such inaccurate questions. I just don't exactly know what AO is, how it looks and how it works. But I heard its supposed to be awesome. And I would be able to bake them myself in Blender...
-Jike
Image
Image
Jike
1337 p0st3r
1337 p0st3r
 
Joined: Mon Feb 08, 2010 6:58 pm

Re: Ambient Occlusion in source!?

Postby nub on Sun May 02, 2010 8:46 am

Seriously where the fuck is this magical SSAO option in the 3D settings? I have a GTS 250 which I KNOW supports it but I see absolutely no option regarding SSAO, and yes I'm using the latest drivers.
User avatar
nub
Veteran
Veteran
 
Joined: Tue Nov 15, 2005 1:11 am
Location: Charlotte, NC, US

Re: Ambient Occlusion in source!?

Postby kraid on Sun May 02, 2010 9:16 am

^^same here, no SSAO option.
Goldeneye Source v4.2.3
get it now and play for FREE!!!
http://www.goldeneyesource.net
kraid
Been Here A While
Been Here A While
 
Joined: Thu Jan 22, 2009 12:09 pm

Re: Ambient Occlusion in source!?

Postby Surfa on Sun May 02, 2010 12:07 pm

SSAO stand for screen space ambient occlusion which is a shader that takes information from a depth buffer.
Image
You then apply some complex mathematics to gain the ssao buffer.
Image

This is normally multiplied with the colour in the scene and in essence makes the shadows in the scene pop.

A ambient occlusion map is something that is baked from a model inside a 3d package. I won't go into great detail but basically the 3d package normally creates a sphere round the object and then push rays of light into the model and then adds a black pixel on the texture if the light can't reach the area or a white pixel if it can. In essence it adds shadows in on a texture.
Example:
Image

Source doesn't allow for seperate uv channels (like a good engine should now) and so you can't get a lightmap baked in by the engine so you normally would just us a ao map to make the models shadows pop more. (Although I think warby found a work around).
Surfa
May Contain Skills
May Contain Skills
 
Joined: Sun Dec 30, 2007 3:04 pm

Re: Ambient Occlusion in source!?

Postby marks on Sun May 02, 2010 2:22 pm

Surfa wrote:SSAO stand for screen space ambient occlusion


SSAO can also stand for Sub-Surface AO aswell, just FYI. It's used a lot in stuff like advanced skin shaders and film foliage.
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: Ambient Occlusion in source!?

Postby TicTac on Sun May 02, 2010 2:47 pm

Image

I run an 8800GTS, but this should be available in any cards after it, too
Competent Level Designer, 3D Artist.
I don't really look like my avatar
User avatar
TicTac
Veteran
Veteran
 
Joined: Sat Aug 02, 2008 1:30 am
Location: Philadelphia
Next

Return to Custom Asset Help

Who is online

Users browsing this forum: No registered users