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Ambient occlusion question
Posted: Tue Dec 05, 2023 11:46 pm
by Mmeister
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)?
Re: Ambient occlusion question
Posted: Wed Dec 06, 2023 12:08 am
by Oleg
hello.
try surface\normals\smooth tool on airtank object, then render this fragment again.
Re: Ambient occlusion question
Posted: Wed Dec 06, 2023 12:17 am
by Mmeister
Thank you very much Oleg, will try and report back
Re: Ambient occlusion question
Posted: Wed Dec 06, 2023 12:22 am
by Oleg
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
Posted: Thu Dec 14, 2023 4:47 am
by Mmeister
Hi Oleg,
It seems like self affected issue. I've rendered it separately and its not much smoother.
Re: Ambient occlusion question
Posted: Thu Dec 14, 2023 5:01 am
by Oleg
send me a file with just this object in scene, I'll take a look.
Re: Ambient occlusion question
Posted: Thu Dec 14, 2023 10:30 am
by Mmeister
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
Posted: Fri Dec 15, 2023 12:56 pm
by Oleg
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.
Re: Ambient occlusion question
Posted: Mon Dec 18, 2023 6:33 am
by Mmeister
Thank you Oleg,
Works now perfectly.
Re: Ambient occlusion question
Posted: Thu Sep 26, 2024 11:39 am
by Mmeister
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.
Re: Ambient occlusion question
Posted: Fri Sep 27, 2024 9:18 am
by Oleg
nope, no plans on redoing this code
Re: Ambient occlusion question
Posted: Mon Sep 30, 2024 7:34 am
by Mmeister
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.
Re: Ambient occlusion question
Posted: Mon Sep 30, 2024 9:27 am
by Oleg
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.