Ambient occlusion question
Moderator: Oleg
Ambient occlusion question
Hello,
I would ask for advice on AO render. The most of surfaces is perfect but the Cylindrical surface of Airtank seems to have some issue. On the edges of the polygon forming the round cylinder there are shadow lines - that shouldn't be, making it look jaggedy in game.
So my question would be how to make AO of cylinder look smooth?
I thought to make another mat -> another higher resolution AO just for the cylinder -> but that is probably not the best way to go since its best to have as little number of dds files as possible (correct me here if i'm wrong)?
I would ask for advice on AO render. The most of surfaces is perfect but the Cylindrical surface of Airtank seems to have some issue. On the edges of the polygon forming the round cylinder there are shadow lines - that shouldn't be, making it look jaggedy in game.
So my question would be how to make AO of cylinder look smooth?
I thought to make another mat -> another higher resolution AO just for the cylinder -> but that is probably not the best way to go since its best to have as little number of dds files as possible (correct me here if i'm wrong)?
Re: Ambient occlusion question
hello.
try surface\normals\smooth tool on airtank object, then render this fragment again.
try surface\normals\smooth tool on airtank object, then render this fragment again.
Re: Ambient occlusion question
Thank you very much Oleg, will try and report back
Re: Ambient occlusion question
as a quick test, move this object out of the frame (3-5 meters away) and render it again. Just to find out whether this is self-affecting issue or some objects around give this effect. If this is a self-affecting case (still get bad shading on this object), send me a .z3d file with just this problematic object there, I will take a look what is the cause.
Re: Ambient occlusion question
Hi Oleg,
It seems like self affected issue. I've rendered it separately and its not much smoother.
It seems like self affected issue. I've rendered it separately and its not much smoother.
Re: Ambient occlusion question
send me a file with just this object in scene, I'll take a look.
Re: Ambient occlusion question
Sent you the file. Pls take a look. Also the curve on the frame appears the same way. The S bend right in-front of 1st axle.
Re: Ambient occlusion question
Fixed. Get an update.
P.S. use Surface\Nornals\Calculate and Surface\Normals\Smooth before AO-rendering, as surface normals on original 3D model are used in AO computation. Bad normals can give artifacts.
P.S. use Surface\Nornals\Calculate and Surface\Normals\Smooth before AO-rendering, as surface normals on original 3D model are used in AO computation. Bad normals can give artifacts.
Re: Ambient occlusion question
Thank you Oleg,
Works now perfectly.
Works now perfectly.
Re: Ambient occlusion question
Hi Oleg,
One question.
Is there any chance to render AO with the GPU in ZModeler3 instead of CPU?
I tried that in Blender and it take a few seconds compared to CPU rendering. Blender native Cycles - Bake, or TEXtool.
One question.
Is there any chance to render AO with the GPU in ZModeler3 instead of CPU?
I tried that in Blender and it take a few seconds compared to CPU rendering. Blender native Cycles - Bake, or TEXtool.
Re: Ambient occlusion question
nope, no plans on redoing this code
Re: Ambient occlusion question
Hi again.
If I may continue this topic.
I made chamfers on cylindrical body: polygon mode -> slicing tool (adding the splitting line) -> center the pivot -> scale in appropriate views and directions -> calculate normals (C) -> smooth vertices
And the cylinder still looks jagged both in Zmodeler3 and the game.
Please help how to make this appear smooth.
Thank you.
If I may continue this topic.
I made chamfers on cylindrical body: polygon mode -> slicing tool (adding the splitting line) -> center the pivot -> scale in appropriate views and directions -> calculate normals (C) -> smooth vertices
And the cylinder still looks jagged both in Zmodeler3 and the game.
Please help how to make this appear smooth.
Thank you.
Re: Ambient occlusion question
something is not good with the topology of the mesh. I think it should have outline edges on capping and chamfer. so the surface\normals\calcualte gives an accurate shading and sharp edges. then you can smooth these sharp edges with surface\normals\smooth.
also, keep in mind that environment reflection texture on your material is not accurate and can give inaccurate visual perception of the surface/shape.
also, keep in mind that environment reflection texture on your material is not accurate and can give inaccurate visual perception of the surface/shape.