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 Ambient Occlusion « View previous topic :: View next topic » 
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SeriouSerg
PostPosted: Wed Oct 30, 2013 1:48 am    Post subject: Ambient Occlusion Reply with quote



Joined: 13 Feb 2013
Posts: 3

Hello!
Please tell about how did you done ambient occlusion layer in your GrandCanyon sample.
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ALicu
PostPosted: Wed Oct 30, 2013 8:25 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

For that particular scene I believe the ambient occlusion was baked into the lightmap. It was created with the Light Editing module which will be part of the next Grome version. It does the same thing programs like 3DS Max is doing: casting rays in all directions from one surface point to determine how much ambient light is potentially occluded and then fills the average values into a lightmap texture.

In real-time ambient occlusion can be applied with a technique called Screen Space Ambient Occlusion (using shaders) without any extra textures involved (this is how our Graphite engine middleware is doing it).

Kind Regards,
Adrian L.
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SeriouSerg
PostPosted: Wed Oct 30, 2013 1:08 pm    Post subject: Reply with quote



Joined: 13 Feb 2013
Posts: 3

So, if I understand correctly, present Grome release have some private developer modules that is not available for customers. Sad if it is true...
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ALicu
PostPosted: Wed Oct 30, 2013 1:30 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hello,

Yes, there are some modules that are in the work. They lack yet documentation, undo and other elements that make them not suitable for public release. These will end up in the public build once they are fully tested and implemented. This is always the case with all products, you cannot just put on market parts of program that are not complete. There are also other modules which were paid by various customers and which are very specific to them (e.g. plugins to read their formats etc). For this it doesn't make sense to put them in the public build since they are not really usable by a generic user. Also for some customers that really want to test the newer modules, we did provide work in progress builds to them from time to time, but we cannot guarantee stability, support and up to date documentation. I hope this info helps.

Kind Regards,
Adrian L.
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SeriouSerg
PostPosted: Mon Nov 04, 2013 8:56 pm    Post subject: Reply with quote



Joined: 13 Feb 2013
Posts: 3

Thanks for answer!
I hope to see in near future some new modules like ambient occlusion baking.

I have some other question inducted by your answer Smile
How to ask specific export tool that little differ from built-in tool? How much it cost?
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ALicu
PostPosted: Tue Nov 05, 2013 8:40 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

Yes, all the modules will eventually end up in the stable build. We are trying to make them generic even if they start as a customized projects for various clients.

As for cost of developing, this really depends on the requirements. If there is something minor (1-2 days of work) and can be a of benefit for all clients, we are usually doing this for free (but we also need to check our schedule). If there is more work, we will talk the exact details, prepare a specification document and then decide on the time and budget. So you can send me the details of your requirements via email (you can use the contact email or mine directly, which is licu at quadsoftware.com) and we can go from there, deciding on the best approach.

To be noted though that for an export tool (plugin) you don't need our help, you can do this yourself. Each Grome build comes with a SDK, samples (including full source code of all the default plugins) and its documentation.

Kind Regards,
Adrian
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