Darkplaces Realtime Ambient Occlusion?
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Darkplaces Realtime Ambient Occlusion?
I heard sometime ago that Darkplaces had support for realtime ambient occlusion, can anyone confirm this?
- JasonX
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Re: Darkplaces Realtime Ambient Occlusion?
As far as I know, q3map2 map compiling using -dirt/dirty parameter combinations fake ambient occlusion.
If you point a light to an occluded area, the area becomes lighted, so I guess that's pretty close to realtime. I played with -dirt/dirty ambient occlusion and I like how it renders. It has parameters such as -dirtmode and -dirtscale which really adds depth to any level.
If you point a light to an occluded area, the area becomes lighted, so I guess that's pretty close to realtime. I played with -dirt/dirty ambient occlusion and I like how it renders. It has parameters such as -dirtmode and -dirtscale which really adds depth to any level.
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Chip - Posts: 575
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Re: Darkplaces Realtime Ambient Occlusion?
I think what you're looking for is this:
r_shadow_bouncegrid - "Perform particle tracing for Indirect Lighting ( Global Illumination / Radiosity )"
I've had a play with this, and it certainly looks cool. Mine didnt seem to update itself in realtime tho, even with setting the updateinterval. Prehaps I didnt notice it updating, or my fail machine couldnt handle it, I dunno.
r_shadow_bouncegrid - "Perform particle tracing for Indirect Lighting ( Global Illumination / Radiosity )"
I've had a play with this, and it certainly looks cool. Mine didnt seem to update itself in realtime tho, even with setting the updateinterval. Prehaps I didnt notice it updating, or my fail machine couldnt handle it, I dunno.
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- Qrv
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Re: Darkplaces Realtime Ambient Occlusion?
If the realtime aspect is not the thing you are after, there also is q1rad for radiosity in normal q1bsp lightmaps.
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- Spirit
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