Jump to content
  • Advertisement
Sign in to follow this  
razor1911

SSAO + Grass rendering

This topic is 2919 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Finally we've managed to implement the SSAO.





The deal is the grass, when depth map is rendered without grass blades,
the final effect is that the SSAO is visible through the grass (below)



Again when depth map includes grass blades, the final effect is just pathetic





Any tips or tricks to avoid that?


Edit: Below, depthmaps - just for information


Share this post


Link to post
Share on other sites
Advertisement
For some reason the screenshots don't appear on my screen(?) But they are in the HTML code(??)

EDIT: Now it works... hm.

Share this post


Link to post
Share on other sites
I think it is related to ALPHA TEST that is being applied to vegetation ( Grass / Trees ). See the test-shot below.






Again a look at the final depth map after being blurred and contrasted.






Is there smth, that i am missing when it comes to SSAO and AlphaTested models?

Share this post


Link to post
Share on other sites
Your implementation in general seems to suffer from extreme SSAO halo-ing.
Are you employing any halo removal technique?
Take for example the mountain ridges in your screenshot.

Here for example:
http://www.gamedev.net/community/forums/topic.asp?topic_id=550699

Share this post


Link to post
Share on other sites
Right, i need to have a look at that as i probably missed that one..

Be back with Halo-removal applied to show the results and investigate futher.

Thanks Madhed!

Share this post


Link to post
Share on other sites


Applied a correction on the ssao shader for bias/zfar thins, above a screen with no blurring applied - clear ssao depthmap.

Share this post


Link to post
Share on other sites



Right, i have modified the shader a bit so it does not make that haloed results, and the grass is rendered with a better results.

Anyway,
is there anything additional when it comes to SSAO the ALPHA TESTED foliage, or there is nothing special within this area and i can go on tuning up my SSAO shader?

Share this post


Link to post
Share on other sites
Can you post shader code?

Unfortunately my knowledge of SSAO is very limited since I have only played around very little with it. Maybe someone else could help you more.

Basically, you should take into account the depth difference between the samples. If the samples are too wide apart (depth-wise) reject them since they are unlikely to contribute to AO significantly.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!