It is currently Fri May 31, 2024 4:33 am



Carbon14 wrote:Anyone else that has enabled the nvidia AO found it rather buggy in source (when looking directly at corners the AO dissapears)?

nub wrote:I'm talking about this:
http://www.interlopers.net/tutorials/30685
By "bake" I mean taking the AO map, layering it on top of the diffuse, then setting the layer to multiply.








AcapulcoGold20 wrote:Well I've always painted shadow and highlights in Photoshop using burn&dodge or layer effects, I've never tried putting an AO map as a layer over the rest of the texture to simulate shadow. It seems like you may end up with more generic results? I will try this method today. At the very least it will probably save me some time working in Photoshop on the texture.


Jike wrote:So, can I simulate "active" AO by baking AO in a 3D package and bringing it into source with $ambientocclusion ?






jarichon wrote:Does anyone else use the "Ambient occlusion" effect in Source games? You can turn it on in the Nvidia option panel, and it should work with any game that uses the orange box engine. I think the effect makes the some shadows appear more realistic, but i dont see any difference when i turn it on in my Nvidia panel.
Does anyone else use it?



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