Saturday 2 October 2010

Saturday, 02 October 2010 (little latter)



Researched into z depth passes and ambient occlusion passes with opacity maps and it appears it cannot be done. There is a work around for the z depth which basically mimics z depth and works very well, yet the AO pass I don’t think I will be able to achieve. Its unfortunate but there seems no way round it. At least I can get the z depth working.

AO pass normally




AO pass with opacity (note the shadow artefacts around the hair)



Z depth final test




A decent tutorial on how to achieve the blur using materials rather than the standard z depth is here

http://www.onnovanbraam.com/index.php?tutorials/depth_of_field/

I could create a lighting solution like a clay render for the scene, but the time it would take per frame is really not worth trying to fake the ambient occlusion. But it is an option for latter.



Anyhow its on with the objects tomorrow, will be working on the seating.

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