Jump to content
3DCoat Forums

[Bug - maybe?] Viewport Ambient Occlussion and reflections


Recommended Posts

  • Member

In most PBR engines or 3D viewports, the Ambient Occlusion texture will automatically affect the reflections and kill any that are where the AO is intense. This doesn't seem to be the case in 3DCoat.
Dark crevices painted black will shine brightly no matter how black or dark the AmbientOcclusion layer says it is.

Is that a bug? Or maybe it hasn't been implemented yet? If so, it would be really helpful to have it working!

 

In any case, it makes creepy dark crevices look just wrong...

I have a few examples to show my point. This is the piece with the normal approach:

Regular.thumb.PNG.ecc61f4281bbb88bb11550a780c5af6a.PNG

Then this is the same, but with a small trick, which is to import an inverted AO mat as a metalness map. This will kill part of the reflections... but its not close to good enough.

2050930517_RegularAOInvertedMetal.thumb.PNG.509afc2d21754263364dd7acd74c8191.PNG

 

In a perfect world, the black parts would look reflectless, like they do when showing flatshading:
Flatshading.thumb.PNG.9fe9c6d0c47b2f3f545721c2643f1f56.PNG

 

Tell me your thoughts!

 

Link to comment
Share on other sites

  • 2 weeks later...

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...