The SSAO approach I’ve been investigating is based on the approach recently published here: http://www.gamedev.net/reference/articles/article2753.asp
I’ll certainly post something if I get it working :) On 7 Jun 2010, at 16:35, Christopher Wright wrote: >> 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/ > -- Tom Beddard http://www.subblue.com _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com