Just a warning to the guy who created this video, that model your using has a lot of overlapping polys. While it's covered up most of the time depending on how you calculate your normals, switch to something like spherical coords and you'll vomit on your screen in disgust.
I kinda am beginning to see how this works. An area around the edges of an object darkens the stuff behind it, and the strength of this is determined by the z-depth.
Well, the z part is in crysis, because objects a mile away don't get darkened, but here it looks like they would, as the pillars even darken the walls far back from them just as sharply as the ground at their base. More, in fact.
Well your sort of right. Ambient Occlusion is an effect that occurs near the inside corners of objects. Take a look at the corners in your room, they appear darker because more photons bounce over the corner than into the corner.
ssao is pretty pointless imho it doesnt look good to me, dunno y, but paralax ambient occlusion mapping is delicious. :D along with phong shading and area shadows and u have crysis :P
Not really. In some cases it can add a great deal of realism to the scene - but clearly not in the scene shown here.
The video here rather shows off some nasty artifacts from SSAO (the black borders around the columns) rather than the real SSAO effect (which I fail to see in the vid).
The dark border is how SSAO works, but what this demo fails to do is to lessen the effect as objects are farther away from the occluding object. Z-difference, basically.
Crysis uses a lot more than phong shading, a simple bit of research would reveal that. Their material system supports a few different lighting models with a sort of mix and match for diffuse and specular components of lighting.
I tried the demo, and it's pretty freaking cool. Unfortunately, it's far too slow to be practical, at least on my machine, but it's a great proof of concept.
I made a few tweaks to your shader to take depth into consideration ^^ It only "occludes" nearby objects only. Thank you so much for providing the underlying shader though :D
i was wondering about that. i'm not an expert on this stuff (yet) but i noticed it would take the beam and the background floor into the consideration instead of just nearby items.
unfortunately, the guys over at EPIC Games didn't try to take depth into consideration. at least not with GOW 2
I've never seen SSAO tweaked to any good level. This video is no exception to me.
pedronied 3 months ago
i know a program that uses something similar. but better quality of texture and its an interior environment.
pols1985 6 months ago
it is wrong
Kukident1 8 months ago
So its basically shading? I see
JoanBeatrington001 9 months ago
@Dannyspaxby Yes
edgarbernal5 10 months ago
Do you have an e-mail address I can use to get in touch with you?
davidc147 1 year ago
what is SSAO... & should it be turned on or off? i`ve 5770 card on which i`ve turned it on.... the game runs fine but i wanna know what it is.
vgvgvg7412 1 year ago
GUYZ LOOK I M CONFUSED.which is better and which worse if you have a 1280x1024 monitior like me?SSAO,HBAO,or HDAO?
frizstyler 1 year ago
Is it working for anyone on ATI card?
pitereeek 1 year ago
Stalekr Call OF pripyat has SSAO , and has HBAO mode And HDao Mode adn Default and off ...
CobraGMW2 2 years ago
Just a warning to the guy who created this video, that model your using has a lot of overlapping polys. While it's covered up most of the time depending on how you calculate your normals, switch to something like spherical coords and you'll vomit on your screen in disgust.
chronosifter 2 years ago
I kinda am beginning to see how this works. An area around the edges of an object darkens the stuff behind it, and the strength of this is determined by the z-depth.
Well, the z part is in crysis, because objects a mile away don't get darkened, but here it looks like they would, as the pillars even darken the walls far back from them just as sharply as the ground at their base. More, in fact.
Bleenderhead 2 years ago
Well your sort of right. Ambient Occlusion is an effect that occurs near the inside corners of objects. Take a look at the corners in your room, they appear darker because more photons bounce over the corner than into the corner.
chronosifter 2 years ago
ssao is pretty pointless imho it doesnt look good to me, dunno y, but paralax ambient occlusion mapping is delicious. :D along with phong shading and area shadows and u have crysis :P
krazyliljoo 2 years ago
Crysis uses SSAO
BumBiscuit0 2 years ago
i know, and its a waste of rescources.
krazyliljoo 2 years ago
Not really. In some cases it can add a great deal of realism to the scene - but clearly not in the scene shown here.
The video here rather shows off some nasty artifacts from SSAO (the black borders around the columns) rather than the real SSAO effect (which I fail to see in the vid).
prorsoft 2 years ago 4
The dark border is how SSAO works, but what this demo fails to do is to lessen the effect as objects are farther away from the occluding object. Z-difference, basically.
Bleenderhead 2 years ago
Crysis uses a lot more than phong shading, a simple bit of research would reveal that. Their material system supports a few different lighting models with a sort of mix and match for diffuse and specular components of lighting.
chronosifter 2 years ago
Wow realistic Shadwos adn Realsitic Textures would be better
CobraGMW2 2 years ago
I tried the demo, and it's pretty freaking cool. Unfortunately, it's far too slow to be practical, at least on my machine, but it's a great proof of concept.
TakuanDaikon 3 years ago
I made a few tweaks to your shader to take depth into consideration ^^ It only "occludes" nearby objects only. Thank you so much for providing the underlying shader though :D
VoluntaryDeception 3 years ago
Glad you liked it. I'd love to see your version. ^^
tehg0e 3 years ago
i was wondering about that. i'm not an expert on this stuff (yet) but i noticed it would take the beam and the background floor into the consideration instead of just nearby items.
unfortunately, the guys over at EPIC Games didn't try to take depth into consideration. at least not with GOW 2
tyrone70 3 years ago
I don't linke it - it's simply a surrounding of some areas with a dark blur-filter. These dark areas behind the columns are soo unrealistic.
But ok, it's nice for real-time.
SidAuge 3 years ago
That's really cool
4strength4stamina 3 years ago