the tiling stuff is a good point (and actually the same as good old lightmaps), for unique you are right it makes more sense to bake into diffuse. In that sample I purely use the AO, which is wrong as all color and texture is lost in ambient, which wouldnt be the "right" thing, as you mentioned. Purely using the diffuse…
I've been hearing a lot about ambient occlusion lately and I kinda understand what it is and how to make an AO map, but I don't know how to use it. I understand the idea of adding the AO map to the diffuse map in order to make the diffuse map look prettier, but I've also seen meshes having a separate AO map and that's the…
What meshes have you seen that have separate AO maps that are used in game? I'd be interested in seeing which games are using this, and what their assets look like - any links? Generally I just use AO maps as multiply layers over the diffuse and specular maps, but they can also be good when used as masks for other layers…
I'm gonna use this thread for another AO question: I just baked an AO map for the first time and noticed that every polygon that is facing away from the "sun" is darkened. Does that mean, that AO maps (added to the diffuse map) are useless for dynamic objects like physics props? Another issue I got is that the AO map I…
Well my only reason to have the map separated, is to save texture memory, specially if you have a scene with a lot of repeating patterns a small ambient occlusion map would work well in a different UV channel which can overlay your diffuse channel. which in terms would work something like a dirt map or a light map and so…
AO maps are meant to block ambient light only - hence the name "ambient" occlusion. Some original uses were in the movies, where they would scale back the HDR light sphere (probe mapping). Regular lighing is still applied as usual. In the tests I've been doing, I've been using it similarly. We are using SH to represent our…
[ QUOTE ] Really the best use i see of ambient maps as a seperate texture is for tiling enviro stuff that you cant bake into the diffuse, and i know for things like that you definately do what to have that little bit of ambient shadow when its lit or else it will just look really flat and fake. [/ QUOTE ] I find that for…
CB: Are you using the ambient to actually shade the model in the screenshot? Because that would look very wrong in a low-light situation wouldnt it? IMO The best use of ambient maps is to actually add subtle occluded shadows that you would even see when lit to your texture, of course tweaking the colors so they are more…
Throwing a ground plane in makes sense if the ground is part of the 'occluding' geometry. Ambient occlusion is just a measure, from zero to one, of how much the near-by area lets light in to a point (where zero is no light and one is full light). It's a poor representation of higher frequency direct lighting, and should…
[ QUOTE ] I'm gonna use this thread for another AO question: I just baked an AO map for the first time and noticed that every polygon that is facing away from the "sun" is darkened. Does that mean, that AO maps (added to the diffuse map) are useless for dynamic objects like physics props? Another issue I got is that the AO…