Ambient Occlusion Demo
Ambient Occlusion Demo
Here is another demo showing Ambient Occlusion.
Here's how to do it:
1) Fire up Blender and set up the model.
2) Create a texture under the texture tab. If you skip this one, no render to texture will happen, make sure you do this correctly.
3) Put the seams to the model.
4) Unwrap the model.
5) Go to Bake tab and select Ambient Occlusion.
6) Hit Bake button.
7) Wait...
8. Wait...
9) Wait...
10) Save texture to jpg file.
11) Fire up IrrEdit and load the mesh model
12) First texture, load the ambient occlusion texture.
13) Second texture, load any colormap.
14) Set material type to lightmap.
15) Hit ctrl-F9 to view model.
16) Enjoy your ambient occlusion model.
no blur:
with blurring:
Here's how to do it:
1) Fire up Blender and set up the model.
2) Create a texture under the texture tab. If you skip this one, no render to texture will happen, make sure you do this correctly.
3) Put the seams to the model.
4) Unwrap the model.
5) Go to Bake tab and select Ambient Occlusion.
6) Hit Bake button.
7) Wait...
8. Wait...
9) Wait...
10) Save texture to jpg file.
11) Fire up IrrEdit and load the mesh model
12) First texture, load the ambient occlusion texture.
13) Second texture, load any colormap.
14) Set material type to lightmap.
15) Hit ctrl-F9 to view model.
16) Enjoy your ambient occlusion model.
no blur:
with blurring:
thanks.
the next step is figure out a way of blending the colormap, ambient map, and the normal map using fixed functionality first. That's the first test. The second test is setting up the shader so these three can be blended.
if anyone has done this before please let me know as i'd like to study and learn from it.
shown below is the normal map output from zbrush.
the next step is figure out a way of blending the colormap, ambient map, and the normal map using fixed functionality first. That's the first test. The second test is setting up the shader so these three can be blended.
if anyone has done this before please let me know as i'd like to study and learn from it.
shown below is the normal map output from zbrush.
after looking around the code, it looks like the only way to blend them using fixed functionality is use the parallax map material attribute, but i have to blend the colormap and ambientmap externally, then bring it in as one file.
for shaders, i will have to setup four textures (just in case i need one more) and modulate them inside the pixel shader.
please confirm if they make sense.
thanks a lot.
for shaders, i will have to setup four textures (just in case i need one more) and modulate them inside the pixel shader.
please confirm if they make sense.
thanks a lot.
here's the update.
the ambientmap and colormap were blended using multiply in photoshop, before loading it to irredit. what is shown below is simpy the model with colormap+ambientmap rolled into one map.
i'm trying to speed up asset creation at one model per day. so far, i can only produce a simple low-poly model per three days.
the ambientmap and colormap were blended using multiply in photoshop, before loading it to irredit. what is shown below is simpy the model with colormap+ambientmap rolled into one map.
i'm trying to speed up asset creation at one model per day. so far, i can only produce a simple low-poly model per three days.
lightmaps have light source, while ambient occlusion is done using disks.
see chapter 14 of gpu gems 2. free copy here http://developer.nvidia.com/object/gpu_gems_2_home.html
see chapter 14 of gpu gems 2. free copy here http://developer.nvidia.com/object/gpu_gems_2_home.html
it isn't seamless?
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Real time ambient occlusion:
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
man, that is cool, wish i could use the code for testing my model/scene. it would really help my research study.
by the way, i might spend some time playing around panda3d as they have some features i need to study on. for example, environment cube mapping and other nifty features. also, they seem to have some nice thingy for ambient occlusion as well. anyway, i'm still learning and doing at the same time.
by the way, i might spend some time playing around panda3d as they have some features i need to study on. for example, environment cube mapping and other nifty features. also, they seem to have some nice thingy for ambient occlusion as well. anyway, i'm still learning and doing at the same time.
it looks like it is possible to port the chapter 14 code over. but that would require time for me, which i don't want to do right now. maybe later as i'm trying to set up a test scene for the server code.
ref: http://http.download.nvidia.com/develop ... Index.html
ref: http://http.download.nvidia.com/develop ... Index.html