Ambient Occlusion Shader

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FrontlineFire Posted: 06-11-2012 6:37 PM

Do the AO shaders from long in Sunburns past still work? I have a slight memory crunch and I think it might help with some of the texturing I'm doing if I can use these shaders.

Thanks!

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Hi Frontline,

SunBurn's built in material-level AO, or the AO shader community resource?

The built in material-level AO is an important feature that we always keep up to date.  It uses the material's normal map to generate AO data within the material, and is geometry independent.

The AO shader community resource should still work fine, the custom effect and post processing systems haven't changed that much since SunBurn 1.3.

Let me know if this helps!

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Yeah, I'm talking about the community resource. I'm in 3ds Max and can easily bake out the AO maps. We are using forward rendering once again and it looks like the shaders are for deferred rendering. Is there a forward version of this?

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The 1.3 versions work quite well with not much modification, only deffered though. Forward would be impossible without a custom depth pass and really that removes all the "small" benifits to forward rendering...

Any reason you are using the forward rendering system?

Deffered is faster on the xbox in most cases and very fast (and better scaling too!)  any reason you picked it over deffered? (depth buffers are awesome!)

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Had the opposite experience in terms of performance with forward in comparison to deferred. Forward seems a lot faster. We had the game running in deferred at one point.

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Is the whole XSI export process required for the AO to work or can I just bake them out of Max and apply them to the material?

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Hi Frontline,

You can bake down the AO and uvs from any application.

However you'll still need to assign the AO map either:

  • Using the tutorial custom shader, which provides an AO channel
  • Assigning the AO maps as light maps to the related renderable meshes via the LightMapManager
  • Or baking both the AO and diffuse textures into a unique diffuse map, which can be assigned to the standard material diffuse

Let me know if this helps!

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