Pancakes Posted April 18, 2010 Share Posted April 18, 2010 Was just playing Crysis Warhead for the first time in months in order to test out the driver update that I just downloaded. I noticed something about the SSAO effect. I'm not sure if it's the new Nvidia SSAO or maybe I just didn't notice it before. But it seems to me that instead of using grain they are using just a couple of layers of a black textured polygon and then stretching it out to align with the perspective of the camera and then adjusting the opacity of the polygon in order to make the black get deeper or lighter depending on what's appropriate. I don't remember it looking exactly like that before because I remembered it being fuzzier. It could be the driver update but I'm not sure. The reason I say that is because the effect seems a bit more 3d than the one in Leadwerks. It almost seems like there is a cloudy substance in the occluded area that you can reach out and touch. But then you walk closer and it recedes back into itself. While Leadwerks' SSDO seems to have a less active quality to it. Just pointless observation I guess. Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Pancakes Posted April 19, 2010 Share Posted April 19, 2010 i just downloaded the blender SSAO and I have to say it is extremely impressive just random comment ^^ SSDO is great too but the blender one has some nice features it only shows up in dark areas, in light areas it doesn't. And it's very smooth looking, not grainy, though sometimes grainy is good too link if any one wants to see http://blenderartists.org/forum/showthread.php?t=184102 Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
omid3098 Posted April 27, 2010 Share Posted April 27, 2010 I checked SSDO instead of SSAO. I have to say for 2side polygons, SSDO will dark flipped faces alot. SSDO Off: SSDO On: SSDO vs SSAO: SSDO: Very dark: SSAO: Almost nothing!: So... is there any way to quick fix this issue in SSDO shader? I downloaded Blender SSAO but my scene will blink and I have no Ideas why?! (I don't know if I can use it directely or not I just replaced it with current SSAO) did someone got it work? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Michael Betke Posted April 27, 2010 Share Posted April 27, 2010 Your tree has very flat planes so I guess there is nothing to occlude. If you ad more geometry the tree will look better. I used SSDO and SSAO both on my vegetation and the material setup is the same I guess. So it could be your lack of geometry detail. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Josh Posted April 27, 2010 Author Share Posted April 27, 2010 If you are really using a material with backface culling disabled (cullface=0) then the normal will point away from the camera sometimes, and the ray will think the surface is occluding itself. It will also cause lighting errors. Don't disable backface culling. Instead use real triangles facing both directions in the mesh geometry. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
omid3098 Posted April 27, 2010 Share Posted April 27, 2010 Your tree has very flat planes so I guess there is nothing to occlude. If you ad more geometry the tree will look better. I used SSDO and SSAO both on my vegetation and the material setup is the same I guess. So it could be your lack of geometry detail. yep.. you're right about less geometry. but where in screenshot I grabbed, is collision between 2 planes. btw my previous try with more geometries was really terrible! half of them were black and they were crossed each other(my bad placement!) the best way I found is to use particles in 3ds max to put leaves on tree.. and I'm still noob in that.. If you are really using a material with backface culling disabled (cullface=0) then the normal will point away from the camera sometimes, and the ray will think the surface is occluding itself. It will also cause lighting errors. Don't disable backface culling. Instead use real triangles facing both directions in the mesh geometry. do you mean I should use 2 surfaces in opposite directions for each plane? however I think that's not a good way to handle this, I tried this way this morning and unfortunately I have to say that results was not good at all!(and I'm wonder why that didn't cause z-fighting into editor?! ) why SSAO didn't had problems with that? is that actually does same thing with very low strength? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Josh Posted April 27, 2010 Author Share Posted April 27, 2010 do you mean I should use 2 surfaces in opposite directions for each plane? however I think that's not a good way to handle this, I tried this way this morning and unfortunately I have to say that results was not good at all!(and I'm wonder why that didn't cause z-fighting into editor?! ) why SSAO didn't had problems with that? is that actually does same thing with very low strength? That's how Michael makes all his plants and trees. Turn backface culling back on by setting cullface=1 in the material file. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Michael Betke Posted April 27, 2010 Share Posted April 27, 2010 I just use a plane with a two sided material for vegetation. For fruits or more complex stuff I make simple geometry. But maybe we are talking about the same. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Josh Posted April 27, 2010 Author Share Posted April 27, 2010 Well, you should use two triangles facing each direction, unless it is a primitive that faces mostly upwards and you want backlighting through the surface. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ArBuZ Posted April 28, 2010 Share Posted April 28, 2010 Actually as I remember Michael makes his plants the way Omid mentioned. One triangle for both sides. Josh almost all plants that Ive ever seen uses only one triangle for both leaf sides. Otherwise poly count will be very huge.(in 3 times bigger) Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Michael Betke Posted April 28, 2010 Share Posted April 28, 2010 Indeed Arbuz. But my vegetation looks fine in rendering. So it must be something else what messes up Omids SSDO/SSAO Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Pancakes Posted April 28, 2010 Share Posted April 28, 2010 the vegetation i modeled is one face with 2-sided material, that's the way all vegetation that I've ever seen is. Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.