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Vertex AO for cars

🕑 Added 2019-08-10 20:42:20 +0000 UTC
Vertex AO for cars

Comments

Ilja Jusupov aka x4fab

You got “main_geometry.vao-patch”, right? Just leave it in car’s folder. It has AO for all LODs and driver model as well. (Just in case, when baking, please launch bakery and then select main KN5 from car’s folder, don’t move it next to EXE-file. This way, bakery will detect other LODs, driver model, car data and animations.)

I am trying to apply this to a car, but i am not sure where to put the generated vao file, and how to make CSP use it? sorry if i am overlooking somthing obvious

Ilja Jusupov aka x4fab

Also, I have to add, in preview198, vertex AO also affects dynamic lighting, which is a mistake (similar thing, makes tunnels unlightable). Fixing that right now.

Ilja Jusupov aka x4fab

The way shaders are set, they use minimum value of HBAO+/SSAO and vertex AO for ambient lighting (since I apply HBAO+/SSAO during main pass rather than in post-process, it’s an easy and cheap thing to do). For dynamic lighting, only HBAO+/SSAO is used. For reflections, have to admit, I’m still thinking about it. So far, it’s “min( VAO × 2, SSAO )”, but that means there’ll be no reflections in fully black tunnels, and yet dimming reflections in very dark areas of cars looks great. I think I’ll try to make it behave differently for cars and tracks.

allensakura

I find the vertex AO will cancel the HBAO+ post-process effect, make it look weird in many way . The calculated result seems only lights from the sky, make it too dark for most car's instrument area. Is there any conflict between Vertex AO and HBAO+/SSAO?

That Porsch 911 comparison is crazy ! Nice one, especially since it won't cost FPS afterwards :)

Jone Klemo Øverland

That's just amazing! Can't wait to test it out!


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