Willi Posted August 29, 2006 Posted August 29, 2006 hi all, just check this out. ambient occlusion generator. very fast! faogen and for the plugin programmer in you... Dynamic Ambient Occlusion and Indirect Lighting Quote
Hash Fellow robcat2075 Posted August 29, 2006 Hash Fellow Posted August 29, 2006 I hope someone looks into that. reminds me of the parthenon GI renderer. http://www.bee-www.com/parthenon/index.htm Quote
kikiriki Posted August 29, 2006 Posted August 29, 2006 This could have a potential in some casses. Here is comparision test between native A:M Ambiance Occlusion and "baked" AO from Faogen. Quote
thekamps Posted August 30, 2006 Posted August 30, 2006 I saw things I liked in both and just wanted to see the result mixed together...Faogen layered over 100% luminosity;) Quote
DeeJay Posted August 30, 2006 Posted August 30, 2006 This could have a potential in some casses. Here is comparision test between native A:M Ambiance Occlusion and "baked" AO from Faogen. How did you get faogen to except your full textured A:M-model?? Quote
kikiriki Posted August 30, 2006 Posted August 30, 2006 How did you get faogen to except your full textured A:M-model?? There are couple of ways to achieve that. Right now three of them comes to mind: -Flatten your model in the way that all UV coordinates for ALL parts of the model will be in one image (described http://www.hash.com/forums/index.php?s=&showtopic=19392&view=findpost&p=152682 ://http://www.hash.com/forums/index.ph...t&p=152682 ) Not very easy to achieve in A:M but this is the best way if you want to export your model in poly applications (like to paint the textures in Zbrush etc...) -Export model as OBJ many times- each time with only one decal (erase other decals before exporting). In that way you will get a baked AO image for each decal. Not a very practical solution, but many times the only possible... -Build a separate UV map for the WHOLE model with a little help of 3D painter's automatic tiled UV mapping. Then you could apply the baked AO image at the top of all other decals as diffuse map (for the whole model at once). This could be the most elegant solution (the results would be similar as those we get with “weathering” option) but I didn't test it since I don't have 3dpainter (yet). Quote
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