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Voxel AO?

interpolator
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DEElekgolo interpolator
So currently I have a game engine that stores lighting information for each voxel. The lighting information stores a lighting value from 0x0 to 0xf. Currently, I am trying to find a good method to calculate ambient occluded lighting for each voxel so that I may used pre-calculated lighting rather than realtime.

The engine creates cubes at each voxel in which the lighting value multiplies the colors of the textures on them by the value.

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  • renderhjs
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    renderhjs sublime tool
    maybe create a script in max or maya that generates a mesh plane with each vert at the centroid of each voxel. Then setup a lightning or AO setup and render the result from a top view that fits exactly the voxel grid from the top. After that read out the gBuffer and assign each voxel with the rendered 2d color pixel information.

    At least that's how I would do it, some kind of script that you can use within a package, it would allow you in the end to play around with some more advanced effects.
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