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emoglobinsky

Oxygen 2 : Ambient occlusion map and rvmats

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So I ran through the setup again and re-baked my ao out to an as map, but the results were identical to before:

http://i.imgur.com/aq2YGPg.jpg

Here is my as map:

http://i.imgur.com/wcdsfMh.jpg

my vis lod settings:

http://i.imgur.com/GtYC2ZF.jpg

and my shadow volume settings:

http://i.imgur.com/nCegDH2.jpg

I tried turning off the shadow setting for my vis lod, but then it just didnt have any shadow at all.

Anything stand out about the setup? anything I should post a screen of?

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Visual lods contain LodNoShadow = 1 property selection? (Bottom left)?

Shadow volume closed geometry? (Top O2 tabs Structure > Topology > Find Non Closed)

Also needs to be triangulated, and flat (U key)

Show me your AO bake without as conversion

Edited by WarLord554

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Visual lods contain LodNoShadow = 1 property selection? (Bottom left)?

As far as I can tell based on the vbs3 sample assets, they all have shadow enabled.

Shadow volume closed geometry? (Top O2 tabs Structure > Topology > Find Non Closed)

Also needs to be triangulated, and flat (U key)

I have made sure that the shadow volume is closed / triangulated / and hard edges applied.

Show me your AO bake without as conversion

here is the raw AO pass http://i.imgur.com/K7fDuHu.jpg

---------- Post added at 21:49 ---------- Previous post was at 21:16 ----------

I'm going to rebuild my shadow volume, oxygen has begun freezing when I select the shadow volume lod.

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Ok that value will disable shadow in your vis lods. = 0 will enable and allow that lod to cast shadow.

Your AO shows no shadow on the floor, and i assume that floor is where your black problem is?

Edited by WarLord554

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Disabling shadow on the vis lod results in no shadows cast. not even the large shadows that are normally there from the shadow lod.

If im not mistaken shouldnt the as map supplement the shadow lod and appear as a combined effect?

---------- Post added at 22:42 ---------- Previous post was at 22:12 ----------

Here is a view with a simple triangulated cube shadow volume lod, you can see the floor that has the rvmat applied is pure black and then the exterior walkway has a normal shadow:

http://i.imgur.com/2DTiZIs.jpg

And then without the shadow checked in the visual lod in oxygen:

http://i.imgur.com/Eobj0xA.jpg

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Yes and no. The as will give you, how can i word it, "texture shadow definition". Whereas the shadow lod simply cast an object shadow on the ground, or in the environment. AS will give occlusion definition on the object itself, following your "texture curves" in your AO, projecting a 3d shadow on your object much like a normal map "projects" high poly features. But, like a normal map it has its limits to how good it looks ingame (depending on how close you are to the object). So, here we go (sry crappy phone pics)...

Basic AO map converted to AS...

http://i817.photobucket.com/albums/zz99/boostedhardtsi34/SOCMOD/20150319_185222_zpsj9prvtrs.jpg

Basic low poly foregrip....

http://i817.photobucket.com/albums/zz99/boostedhardtsi34/SOCMOD/buldozer%202015-03-19%2018-47-06-93_zpsznblvdef.png

Only AS applied to low poly.......

http://i817.photobucket.com/albums/zz99/boostedhardtsi34/SOCMOD/buldozer%202015-03-19%2018-45-15-12_zpsincmvdvw.png

Basic foregrip shadow lod model......

http://i817.photobucket.com/albums/zz99/boostedhardtsi34/SOCMOD/buldozer%202015-03-19%2018-49-24-45_zpsvr68d4ww.png

Full tex, normals, spec, and AS on foregrip.....

http://i817.photobucket.com/albums/zz99/boostedhardtsi34/SOCMOD/buldozer%202015-03-18%2015-28-07-76_zps3ztannnq.png

http://i817.photobucket.com/albums/zz99/boostedhardtsi34/SOCMOD/buldozer%202015-03-19%2015-12-21-91_zpsdxbuztt4.png

So our basic shadow object will not give us the texture occlusion detail we want, it needs to be "projected" just like normal maps, giving our final result high poly shadow detail.

Make sense?

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Isnt that what I've been doing? based on the ao map I baked the floor should no longer be pure black. maybe very little ao effect, but not pitch black.

Is there anything else I can try to get an ambient shadow map to appear? As far as I can tell I've followed the rvmat to the letter and still no change in how it renders.

Before I tried using the Macro AS shader type, but that simply rendered out my AS map as the pink nightmare.

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Make sure your shadow lod isnt overlapping your visual lods. It will cause "blackouts". I always scale my shadow lod down a bit from the visual lods so that shadow is "inside" main mesh

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