Thanks again. Multiple render targets would be ideal, but I think I should be able to make some improvements with a single output of normal+depth using the Render in Image patch.

Just curious, how do you plan on coloring it afterwards? (I've always paired normal+depth textures with an unlit color texture in my personal usage). I guess if it's a solid color, you can just provide that as an input to the final compositing shader.

Also note: people have tried SSAO in QC before, but I don't know if anyone's got it working convincingly (I'd love to be proven wrong here) -- this is typically because the depth component's precision is destroyed when texturizing (among other technical barriers/ inconveniences). As such, your Render In Image that outputs normals and depth should use >8bits per channel (the support for this gets dodgy, but the output quality is much improved for stuff like this). If you get this up an running, would you feel ok posting a simple demo? I'm sure a lot of list lurkers would eat it up (myself included :)

--
[ christopher wright ]
cwri...@kineme.net
http://kineme.net/

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