August is here and it’s time for monthly WIP screenshots !
I made a fence model and i hope to release the j3o tomorrow. I am not sure about the license yet but it will be permissive
This was made in two days (not full time), my goal was to try some UV mapping and painting all in Blender. All the painting was done with a pen-tablet without the pressure input which doesn’t help. Although i am not a boss at painting.
Experimenting with SSAO a bit… One of the problem of our SSAO is that it has to render an additional geometry pass to render the normals in a buffer to compute ssao.
I recently experimented a way to approximate the normals from the depth texture and it’s an ok technique but it’s a lot less accurate, and also reveals the flat faces of the models in the normal map… but… since SSAO has an additional blur pass at the end… I thought it might be ok :p.
Classic SSAO with the additional geometry pass
SSAO with approximated normals
The classic SSAO looks a bit better… but the approximation is 50% faster… can be a nice optimization option for your scenes…
All this in master you can now use ssaoFilter.setApproximateNormals(true) to use it. Default is to false.
Yeah, you need mrt support to do that. Also a change to the lighting material and the fpp. This was super easy and quite light… So I just pushed it.
Also this saves some memory and bandwidth as you you don’t have the normal rgb texture. At the expense of some computation…
I don’t know exactly, but IMO it’s core since opengl 3, and available through extension since opengl 2, with various level of support.
What I know though is that it’s not supported on webgl… and for some reason I have some interest in webgl lately ;)[quote=“themiddleman, post:17, topic:36536, full:true”]
Just wondering what are your system specs?
Core i7 960 3.2ghz
12 gb ram
GeForce GTX 670
Also note that the screen shot is 720p. It may not be that fast in 1080p