Advanced Member rimasson Posted May 30, 2008 Advanced Member Report Share Posted May 30, 2008 Hello Andrew. i found some interesting infos about ambiant occlusion, that might be of interest to you, and could give better results than your light dome technique. ftp://download.nvidia.com/developer/GPU_G..._Gems2_ch14.pdf http://www.ce.chalmers.se/~uffe/Fast%20Pre...Shadows-jgt.pdf http://ima.udg.edu/~amendez/TIC2001/docs/a...bs_casa2004.pdf http://www.cg.cs.uni-bonn.de/docs/publicat...4-occlusion.pdf ftp://ftp.cordis.europa.eu/pub/ist/docs/k...rial-t12_en.pdf 1 Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 31, 2008 Report Share Posted May 31, 2008 All that methods are optimised for low-poly models. But anyway, it is interesting. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted July 11, 2008 Advanced Member Report Share Posted July 11, 2008 All that methods are optimised for low-poly models. But anyway, it is interesting. Is there anyway something similar could be incorporated within 3D Coat? Even if it was just a slightly tweaked version of fill by depth it would still be extremely usefull. It would really look great when combined with a normal map on a low poly game model. The only issue I have with the current method is the directional shadows it creates. It looks good but doesn't work too well on realtime models. All the best, Marc Wakefield http://www.marcwakefield.co.uk Quote Link to comment Share on other sites More sharing options...
Member 2byts Posted July 30, 2008 Member Report Share Posted July 30, 2008 i have to strongly agree that a baking the lightdome instead of a true Ambient Occlusion is problematic. For texturing purposes on real time models, its not beneficial to have shadows on the model....but we do need detailing from cracks or crevices. Quote Link to comment Share on other sites More sharing options...
Taros Posted June 2, 2009 Report Share Posted June 2, 2009 I warm up this thread with the following question: Is it possible to create a ambient occlusion shader in 3D Coat 3 ? Regards Chrus Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted June 2, 2009 Contributor Report Share Posted June 2, 2009 here is mine' occlusion.zip drop it in shader/custom folder (you probably won't like a lot...you have to be real good with "edit proj in external editor" to bake it) Quote Link to comment Share on other sites More sharing options...
Taros Posted June 3, 2009 Report Share Posted June 3, 2009 Thanx artman, but this is not, what i 've expected. Here a example: Quote Link to comment Share on other sites More sharing options...
Advanced Member SonK Posted June 9, 2009 Advanced Member Report Share Posted June 9, 2009 I don't think i posted this yet: http://www.mpi-inf.mpg.de/~ritschel/SSDO/ Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted November 10, 2009 Advanced Member Report Share Posted November 10, 2009 Hi Andrew, I'm bringing this up again because I just ran the occlusion calculator on some cinderblock/brick assets and was forced to remember that 3DC still uses the light- dome technique, which creates shadows on the underside of my objects/textures (even though they are really just 'floating' in space and have no ground plane below them to be occluded from). Can you re-consider adding in the option of true object Ambient Occlusion when we run the calculation, and not just the light-dome technique? Otherwise we are left attempting to edit out the 'shadows' that result on our final textures... Thanks! Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted November 11, 2009 Report Share Posted November 11, 2009 +1 Just yesterday I had an interior game level that I was texturing and tried to use the current occlusion. It took a very long time, then made the entire object solid black. Quote Link to comment Share on other sites More sharing options...
Advanced Member Amber Posted November 15, 2009 Advanced Member Report Share Posted November 15, 2009 +1 Quote Link to comment Share on other sites More sharing options...
PalSan Posted November 15, 2009 Report Share Posted November 15, 2009 +1 I agree, very long calculation for reception of qualitative result Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted November 16, 2009 Advanced Member Report Share Posted November 16, 2009 +1 This would help me alot. at the moment I have to use mentalray to do my occlusion maps as 3DC's are too slow. I wouldnt ditch the feature as in some cases its nice but 'real' AO would be far far better Quote Link to comment Share on other sites More sharing options...
Advanced Member JamesE Posted January 17, 2010 Advanced Member Report Share Posted January 17, 2010 Is there any update/progress on this request? I'm also in favor of a full baking solution, regardless of speed issues. I need quality over efficiency for this phase of texturing. I can't really use the baked AO that 3dc generates now without heavy editing of the result. It really discourages from sculpting high resolution in voxels to take advantage of the fluid retopo/bake/paint workflow when a crucial component is of such low quality. Quote Link to comment Share on other sites More sharing options...
Advanced Member Amber Posted January 18, 2010 Advanced Member Report Share Posted January 18, 2010 +1 Better AO baking would be very great Quote Link to comment Share on other sites More sharing options...
Member amcmahon Posted February 2, 2010 Member Report Share Posted February 2, 2010 +1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted February 3, 2010 Advanced Member Report Share Posted February 3, 2010 yup AO baking with full control of spread and ray distance. I have to revert to max and mental ray at the moment which is really distruptive Quote Link to comment Share on other sites More sharing options...
PalSan Posted February 4, 2010 Report Share Posted February 4, 2010 +2 Quote Link to comment Share on other sites More sharing options...
Advanced Member Amber Posted May 22, 2010 Advanced Member Report Share Posted May 22, 2010 this thread is 2 years old, will we ever or maybe - any time soon - get better AO baking in 3DC ? It's really really needed. Quote Link to comment Share on other sites More sharing options...
Taros Posted May 22, 2010 Report Share Posted May 22, 2010 +1 (one more construction site) Quote Link to comment Share on other sites More sharing options...
Taros Posted June 11, 2010 Report Share Posted June 11, 2010 Warm up this thread. I have time, because "one" of my cores is working on the ao baking process with 32 lights and a object with about 600 k polygons... Please: Accelerate the ao baking process soon. Multithreading gets more and more important. Quote Link to comment Share on other sites More sharing options...
PalSan Posted June 12, 2010 Report Share Posted June 12, 2010 +1 Quote Link to comment Share on other sites More sharing options...
Taros Posted June 12, 2010 Report Share Posted June 12, 2010 The worse thing was: After 10 or 15 minutes waiting (no joke) the result looked very ugly... The waiting time was sadly wasted. As long as the ao routine will not get better, I will do such things in softimage and bake the result to a file. The progress needs some time in softimage too, but I have three really nice advantages in compare with 3DC: 1. I see how long it needs... the progress bar does its work. 2. I can use all my cores... 3. The result looks always nice. However, Andrew have a lot of building sites. So I hope he will write all upcoming features instantly multithreaded and optimise the current features step by step for multithreading. Best wishes Chris Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 12, 2010 Report Share Posted June 12, 2010 Yeah I tend to do mine in LightWave for now as well. It gets the job done well and very quickly, especially with the sg_ambocc shader or node. Of course for $15 there always the SMAK option. http://getsmak.net/ Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 13, 2010 Reputable Contributor Report Share Posted June 13, 2010 Yeah I tend to do mine in LightWave for now as well. It gets the job done well and very quickly, especially with the sg_ambocc shader or node. Of course for $15 there always the SMAK option. http://getsmak.net/ So, how do you bake outside of 3DC without having to export a super dense mesh to bake from? That's the advantage of doing AO from Voxel's before the normal map is made. That is, if the results looked right. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 13, 2010 Report Share Posted June 13, 2010 What do voxels or mesh density have to do with anything? A/O is either just calculated based on the distance between two polys or the program just fires a ton of lights at it and records the shadows. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 13, 2010 Reputable Contributor Report Share Posted June 13, 2010 What do voxels or mesh density have to do with anything? A/O is either just calculated based on the distance between two polys or the program just fires a ton of lights at it and records the shadows. You get the prompt in 3DC that, in order to bake occlusion, it needs to do so before merging the model in a low poly state...if you don't use that, then what detail are you baking from....exporting to an extremely high-poly model to LW or XSI? I'm just asking...if there is a way to bake detailed occlusion maps from a displacement mapped model, then I'd like to give that a try. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 13, 2010 Report Share Posted June 13, 2010 I'm not baking any detail I'm making an ambient occlusion map. I haven't tried baking ambient occlusion with displacement map in LighWave but I'm sure it would work, I don't see why it wouldn't Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 13, 2010 Reputable Contributor Report Share Posted June 13, 2010 I'm not baking any detail I'm making an ambient occlusion map. I haven't tried baking ambient occlusion with displacement map in LighWave but I'm sure it would work, I don't see why it wouldn't If you have no detail in your model, you aren't getting much of an AO map...that's what I'm talking about? If you say you are baking in LW, what exactly are you baking from? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 13, 2010 Report Share Posted June 13, 2010 The detail comes from the normal map and the color textures. This shot I found doesn't have a ton of detail: http://scottdewoody.com/images/tutorials/occ10a.jpg But the AO still helps the final shot look pretty nice. http://scottdewoody.com/images/tutorials/occ_final.jpg Quote Link to comment Share on other sites More sharing options...
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