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Ambient Occlusion by Mike Blackney



Rawn (RawArt)
Texture Artist

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Ambient Occlusion by Mike Blackney
http://www.filterforge.com/filters/4517.html

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Rawn (RawArt)
Texture Artist

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This one could be very useful...I can't wait to try it out.
Do you have any samples of this in use?


Rawn
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Mike Blackney

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Sure thing Smile Here's a brick texture:

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Mike Blackney

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And a kinda wood panel texture:

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Kraellin
Kraellin
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mike, uhm, i think this is good, but i cant really tell. i tried to look up 'ambient occlusion' and almost went to sleep. it seems to be one of those terms that when you look it up you have to look up 20 other things just to understand the first one. lol. so, about all i could tell about it was that it has something to do with lighting, especially lighting of the normal map (which i dont really fully understand either), which in turn supposedly gives a better lighting model/result.
Ya can't sell art to artists!

Craig
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Mike Blackney

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Heh yeah it is one of those terms. I think it's probably intentionally obsure so that only the pros will do it, or something. Question Occlusion just means 'to hide' and the ambient is talking about ambient light. So it really means, 'hide from ambient light' and it's used when talking about pit and crevasse shadowing.

Everywhere that there's a crack, pit or dimple on a surface, the pit is shadowed because the only light that can reach the deepest part of the pit to reflect back is light from directly overhead. This means that all the ambient light (which is light that bounces around the atmosphere and off other objects, rather than direct light coming straight from a light source) tends not to reflect and pits look darker. Here's a great primer with images of why you might want AO in game texturing: http://www.gamasutra.com/features/20040319/hill_pfv.htm

I hope that's understandable... Big grin
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Kraellin
Kraellin
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ok, i get the idea of it if not the exactness of it. it's basically, then, just a way of doing better shading/shadowing based primarily on an adjustment of the normal map using another array or mapping onto the normal map... i think.
Ya can't sell art to artists!

Craig
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Mike Blackney

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Yeah, except that until recently more often than not people have rendered out ambient occlusion using their rendering app and taking a good ten minutes for a high-quality version. Using the normal to make an AO map is reasonably new and since CrazyBump recently started offering it I figured FF could do it no sweat Wink LoveFF
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Kraellin
Kraellin
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i'll take your word on it Smile (not being a 3d person, myself...yet)
Ya can't sell art to artists!

Craig
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Carl
c r v a

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Very clever filter [ like all your filters Smile ] and interesting about lighting - had a look at your web site very impressive - one comment though veiwing your site [ using IE 7 ] the sub-heads in a number of places partially overlays the text above making them almost illegiable Wink Smile
I'm going to live forever or die trying


........Carl


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Nic74
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Quote
Mike Blackney wrote:
Yeah, except that until recently more often than not people have rendered out ambient occlusion using their rendering app and taking a good ten minutes for a high-quality version. Using the normal to make an AO map is reasonably new and since CrazyBump


LoL I started to work on an AO filter couple of days ago based on crazybump too:-D
You did a good job but I would like to have some control over the levels. Usually you dont want the gray middle tones (not all pictures is high contrast like the default picture Wink ).

I got overboard with my filter. It started like an AO, but I wanted all in one and made old dirt look and now its to messy and to publish. The AO effect is basicly created with highpass and multiply in my case... if you want you can check out a preview.

http://www.filterforge.com/forum/read.php?FID=14&TID=4118
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onyXMaster
Filter Forge, Inc.
Posts: 347
We have a working AO implementation stashed Smile
It could use some support for bent normals for even more realistic lighting, along with proper handling of seamless (ray wraping) and non-seamless (range limitation) cases.
But most importantly, it needs a new rendering UI logic, since it's slow as hell for the first block due to the amount of precalculations needed, but then it gets faster and faster -- might be some sort of a cached data which has some kind of "precalc" progress bar, with intermittent storage much alike the relighting scheme that was recently discussed in a neighboring thread.
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onyXMaster
Filter Forge, Inc.
Posts: 347
By "working AO" I mean _real_ diffuse lighting AO with random sampling, controllable noise level and stuff, not edge detection-based tricks like the high pass mentioned above Smile
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onyXMaster
Filter Forge, Inc.
Posts: 347
Note: Above posts do not imply that this code will be released in _any_ future versions. Currently, it's "not ready for production".
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onyXMaster
Filter Forge, Inc.
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A small example of AO.

Surface without AO:
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Surface with AO:
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StevieJ
Designer/Artist

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The shadows look much nicer, but the highs look depleted.....probably because of the plateaus in the sample.....would like to see it on a sphere.....
Steve

“Buzzards gotta eat.....same as worms....." - Clint :)
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onyXMaster
Filter Forge, Inc.
Posts: 347
Yes, the plateaus are the problem here -- any flat surface that is close to horizontal orientation works like a mirror Smile

4 "compressed spheres" (i.e. a half of a sphere with surface Height set to 25) with AO:
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Kraellin
Kraellin
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i also notice on this last, something i've seen when working with the noise components... lighting doesnt just re-light or re-shadow or highlight or diminish, it also is changing the basic shapes and forms at times, or at least the 'apparent' shapes and forms. i would think this would be something to avoid in a true lighting scheme. it's kind of cool in an artistic view, but for true lighting, particularly in 3d environment, i'm not so sure it's desirable.

p.s. when i said 'last' here, i was referring to the stones images, not the spheres. that spheres one was posted while i was writing.
Ya can't sell art to artists!

Craig
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onyXMaster
Filter Forge, Inc.
Posts: 347
I don't think that I get what you're talking about, Craig -- how lighting should _not_ change the form?
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Kraellin
Kraellin
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onyx, look at the two stones images you posted. they are not exactly the same in form any more. the lighting actually changed the shapes in places. you can tell they are the same image because mostly the forms of the two line up exactly, but not everywhere. do a side by side comparison and you'll see what i mean. or better, do them in layers and with a lowered opacity settign on the top one.
Ya can't sell art to artists!

Craig
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onyXMaster
Filter Forge, Inc.
Posts: 347
Ah, _that_ one Smile
Well, AO vs flat lighting _must_ change the result, shouldn't it? Big grin
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Kraellin
Kraellin
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hehe, well, i suppose if you changed everything to white or everything to black, the form/shape of the image would change Smile
Ya can't sell art to artists!

Craig
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Mike Blackney

Posts: 117
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onyXMaster: Wow, AO in a future version would be just awesome! I can imagine it'd be a lot easier to make realistic textures.

Nic74: You're right, the AO for photos was rushed. This filter is really built to be used on normal maps firstly, and support for other images I put in to make sure that the default preset looked like ambient occlusion Big grin I had a look at your version and holy smoke it looks neat. Please submit it!

Karl: Thanks!, and thanks for the tip on my website. I'll get onto that!
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