robert.blodgett Posted October 24, 2016 Posted October 24, 2016 Anybody else seeing problems with the changes to SSAO in 2.3 or 2.3.1? Or is it just us? We're seeing more halo effects. We're seeing less detail. We're seeing more "fuzziness" or "glowiness" now. It's almost as if there is a bias parameter that is pushed out to miss close together surfaces. See attached crevices of the cushions of the couch are now completely missed by ambient occlusion. Same settings in both. Any ideas? thanks.
silent Posted October 25, 2016 Posted October 25, 2016 Hi Robert, Could you please provide SSAO settings tab screenshot from 2.2x and 2.3.1? It looks like Radius parameter is very larger and Resolution is too low. Probably, adjusting SSAO settings inside Editor will do the trick.Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
robert.blodgett Posted October 25, 2016 Author Posted October 25, 2016 This is a c++ application, so we don't use the Editor. Instead I am calling these functions: render->setSSAOIntensity(intensity); render->setSSAOIntensityLightedSide(intensity); render->setSSAORadius(radius); We are passing 0.8 for intensity and 1.0 for radius in both instances. Changing the radius does not help. It still misses nearby surfaces.
silent Posted October 25, 2016 Posted October 25, 2016 Please, check the other settings inside *.world file (such as SSAO resolution). Probably it was changed as well. You also can try to configure scene inside editor and then apply correct settings via C++ API. SOLVED: Missing normals from meshes How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
robert.blodgett Posted October 26, 2016 Author Posted October 26, 2016 Thank you! The change was our fault all along. We lost our normals on these meshes. I appreciate the in depth help! Thanks!
Recommended Posts