Hi guys.
The other day, decided to make its own algorithm for generating AO with normal maps. Here's what happened. First rendering - NDO, the second - Creator plus.
Ndo for AO is over hyped, i tend to bake an AO map and combine it with an other render pass from Max or Maya. Ndo is a great tool but it as flaws in critical area like AO.
Ndo for AO is over hyped, i tend to bake an AO map and combine it with an other render pass from Max or Maya. Ndo is a great tool but it as flaws in critical area like AO.
well that is because it is trying to fake AO form information available in the normal map, so of course it is not as accurate as a bake
Of course, NDO a good tool. However, the possibility of transforming normal maps in stock, I will use their algorithms. For true and accurate transfer of volumes.
Together with the AO that can be done by ColorID, for me personally replace the NDO.
im sorry but in both those examples the AO looks terrible and simply weird, if you want a quick hacked ao for maybe stylized projects then it will probably work well , i used that workflow actually, but for mechanical stuff like that it just looks ... wrong. i would still bake it in xnormal or your software of choice.
I generally bake my AO maps in two different ways. as i'm baking normals maps I'll generate an AO map which captures most of the high frequency AO, then i'll use something like Knald to compute mesh AO so I get interaction between objects. I'll combine those in photoshop and it seems to work quite well, far better than generating AO from normal maps
Generating AO from an image generated normal map works only for some shapes. It is fine to use if you don't have time to bake or are lazy.
Baking your AO from meshes will generate a proper AO. Now that AO maps are actually being used by modern shaders, rather then just being a diffuse overlay, it is becoming more important to have an AO that is accurate so your surfaces look proper when reflections are applied.
Joao Sapiro, We immediately see that you have not used NDO, as well as do not know what it is. alas, then you would get the idea
I know what NDO is and I have used it. Joao is right. The results of converting normal to AO are inferior to the results of baking AO from mesh, although still useful sometimes.
If you wanted to prove that you like one algorithm more than another, then OK. We can all agree that you have a personal preference.
But... money. Also not sure if they ever fixed the crash with AMD cards. But if you can afford knald / have nvidia it's definitely a good choice. There's also faogen.
Replies
As well, and algorithms
Quixel ndo
Creator plus
well that is because it is trying to fake AO form information available in the normal map, so of course it is not as accurate as a bake
LOL, the truth hurts you are absolutely right.
Together with the AO that can be done by ColorID, for me personally replace the NDO.
Baking your AO from meshes will generate a proper AO. Now that AO maps are actually being used by modern shaders, rather then just being a diffuse overlay, it is becoming more important to have an AO that is accurate so your surfaces look proper when reflections are applied.
If you wanted to prove that you like one algorithm more than another, then OK. We can all agree that you have a personal preference.