Ambient Occlusion in source!?

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

Re: Ambient Occlusion in source!?

Postby cz_squishy on Thu Oct 14, 2010 3:32 pm

Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces.

http://en.wikipedia.org/wiki/Ambient_occlusion
User avatar
cz_squishy
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sat Jan 31, 2009 12:02 am
Location: Bottom Dakota

Re: Ambient Occlusion in source!?

Postby complete on Fri Aug 10, 2012 6:13 pm

i am new here. So sorry if this sounds stupid.
I am a software developer and interested in 3d programming.
At first glance of this discussion thread it seems that there is source code available for download and to experiment with. Is this an accurate assumption?
complete
Dumpling
Dumpling
 
Joined: Fri Aug 10, 2012 4:35 pm

Re: Ambient Occlusion in source!?

Postby Epifire on Fri Aug 10, 2012 6:20 pm

I personally think newer Valve titles coming out support similar technology but I kept hearing that it did not. See look at edges in the levels of CS:GO and tell me what all this edge shading with walls and stuff looks like to you?

Image

Image

Image

Looks a lot like ambient occlusion to me, and if it is not it could totally pass for it imo.
Last edited by Epifire on Fri Aug 10, 2012 6:29 pm, edited 1 time in total.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Ambient Occlusion in source!?

Postby Gary on Fri Aug 10, 2012 6:28 pm

I believe they added an AO system to one of the build programs(probably VRAD, so it's not dynamic).
So it will only touch prop_statics and brushes.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL

Re: Ambient Occlusion in source!?

Postby Epifire on Fri Aug 10, 2012 6:30 pm

Gary wrote:I believe they added an AO system to one of the build programs(probably VRAD, so it's not dynamic).
So it will only touch prop_statics and brushes.


Totally agrees with this guy.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Ambient Occlusion in source!?

Postby ScarT on Sat Aug 11, 2012 3:36 pm

Gary wrote:I believe they added an AO system to one of the build programs(probably VRAD, so it's not dynamic).
So it will only touch prop_statics and brushes.

They wouldn't really need shaders for that, as far as I know. And CS:GO (and Dota2) includes deferred shaders, SSAO and AO shaders.
User avatar
ScarT
Senior Member
Senior Member
 
Joined: Sat Apr 02, 2005 7:33 pm
Location: Denmarkian Land

Re: Ambient Occlusion in source!?

Postby Kosire on Sat Aug 11, 2012 8:35 pm

CSGO does the ambient occlusion on the lightmaps during the vrad pass, yes.
User avatar
Kosire
1337 p0st3r
1337 p0st3r
 
Joined: Sat Mar 07, 2009 7:25 pm
Location: Denmark

Re: Ambient Occlusion in source!?

Postby Epifire on Sun Aug 12, 2012 1:58 am

It just makes me happy to see them upgrading lighting to look much more better. The skybox shadows just keep making me smile when ever I look at a CS:GO map. For mappers the new lighting is a huge plus since it merges the look of static props with the world much better. Does not appear to have as many invalid lighting positions either (aka black lit props) or maybe I am just seeing the result of good planing in the new maps.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Ambient Occlusion in source!?

Postby Armageddon on Sun Aug 12, 2012 3:24 am

Epifire wrote:It just makes me happy to see them upgrading lighting to look much more better. The skybox shadows just keep making me smile when ever I look at a CS:GO map. For mappers the new lighting is a huge plus since it merges the look of static props with the world much better. Does not appear to have as many invalid lighting positions either (aka black lit props) or maybe I am just seeing the result of good planing in the new maps.

Black lit props would be the mappers fault.
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am

Re: Ambient Occlusion in source!?

Postby Epifire on Sun Aug 12, 2012 4:39 am

Armageddon wrote:
Epifire wrote:It just makes me happy to see them upgrading lighting to look much more better. The skybox shadows just keep making me smile when ever I look at a CS:GO map. For mappers the new lighting is a huge plus since it merges the look of static props with the world much better. Does not appear to have as many invalid lighting positions either (aka black lit props) or maybe I am just seeing the result of good planing in the new maps.

Black lit props would be the mappers fault.


Well in other ways of saying it, badly or noticeably dark lit props greatly contrasted by the surrounding BSP brushes.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Ambient Occlusion in source!?

Postby Ken Chan on Sun Aug 12, 2012 4:54 pm

Source Filmmaker have it, but it missing textures.
You can activate it with r_ssao 1 in console(and in game mode).
User avatar
Ken Chan
Regular
Regular
 
Joined: Mon Apr 09, 2012 7:16 pm
Location: Hong Kong

Re: Ambient Occlusion in source!?

Postby cra0kalo on Fri Aug 24, 2012 11:45 pm

Ken Chan wrote:Source Filmmaker have it, but it missing textures.
You can activate it with r_ssao 1 in console(and in game mode).


Image

What do you mean missing texture? SSAO works in SFM
Cra0kalo
CG Artist/3D Animator
http://cra0kalo.com

Lead of Operation Reaper
http://projectreaper.com

Lead of the "Dark Alley" Project
http://alleyproject.net
User avatar
cra0kalo
Regular
Regular
 
Joined: Thu Apr 28, 2011 2:35 am

Re: Ambient Occlusion in source!?

Postby Ken Chan on Sat Aug 25, 2012 3:38 pm

It works when you make poster/movie in render mode, but when you do these in game mode(F11 / TF2 Scout mode), there will be missing textures.
User avatar
Ken Chan
Regular
Regular
 
Joined: Mon Apr 09, 2012 7:16 pm
Location: Hong Kong

Re: Ambient Occlusion in source!?

Postby MrDetergent on Sun Oct 28, 2012 10:46 am

Source does not have a "AO bake" option for vrad. But actually that might be another good thing for valve to code into vrad. CPUs are probably at the level now to handle an extra layer to the compile process.


You can kind of fake AO in maps inbetween corners of walls in source engine using block light texture. Just put a 45 degree turned pieces into corners of the walls for areas you want too look "nicer". requires recompiling and tweaking lighting to perfect it. Dont try it on a mass scale too time consuming. See this screenshot. Looks nice. The corners are darkened a bit.

ao_sourcewalls.jpg
AO in the corners of walls using blocklight texture
(146.8 KiB) Not downloaded yet
User avatar
MrDetergent
Dumpling
Dumpling
 
Joined: Thu Sep 13, 2012 4:07 am
Previous

Return to Custom Asset Help

Who is online

Users browsing this forum: No registered users