I would like to request some kind of (ISL based?!) AO (map) output that can be used for blending Dirtmaps into the scene, without the need to uv map the whole stuff.
A simple example would be some open area covered with concrete plates and some benches here, a fountain there and statues trash bins and light poles around.
In RL these objects are often dirtier around them on the plates! Also sometimes with some subtle grass plants spreading from there that could be placed by a map based Object scattering using that generated AO map!
This, together with some "noise deformer" to break up perfect forms and allow effects like leaking rust and stuff, would bump the Toolkit of artists, without the need of complex Exporter integration!
That kind of map could be also used for lowering exponent on such dirt areas, or raise the mesh using Displacement for stumps of trees for example...
[REQ] AO generation for Dirtmaps
[REQ] AO generation for Dirtmaps
polygonmanufaktur.de
Re: [REQ] AO generation for Dirtmaps
This makes sense only as a distance-based, ISL option. Illumination based effects make no sense since they will not be defined at the beginning of the render, by lack of convergence. This would require a pre-pass.
In the other hand we already requested a (screen-based) shadow pass wich, extended into a diffuse texture baking, would allow for the generation of such maps.
I agree that the generation of surface based maps is a renderer feature. I added this entry for ISL requests:
- inter-objects distance mapping.
In the other hand we already requested a (screen-based) shadow pass wich, extended into a diffuse texture baking, would allow for the generation of such maps.
I agree that the generation of surface based maps is a renderer feature. I added this entry for ISL requests:
- inter-objects distance mapping.
obsolete asset
