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
SSAO + Grass rendering
For some reason the screenshots don't appear on my screen(?) But they are in the HTML code(??)
EDIT: Now it works... hm.
EDIT: Now it works... hm.
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?
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?
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
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
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!
Be back with Halo-removal applied to show the results and investigate futher.
Thanks Madhed!
Applied a correction on the ssao shader for bias/zfar thins, above a screen with no blurring applied - clear ssao depthmap.
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?
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.
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.
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