With occlusion texture map applied at the very end to vehicles, they now don't glow in shadows, and have nooks and crannies that are properly darkened a bit. But, I think I was using materials lighting on everything, even when it shouldn't, and that was over-darking things. I experimented with this in the past, and thought it over-darkened things. This adds body and depth to the vehicle now. I do this after both dirt and chrome / clear-coat have applied to the vehicle, so the occlusion texture map darkens all of that on the vehicle. So, instead of having their occlusion texture map process into the occlusion float variable passed into the lighting model (which negates shadows to create darker AO spots), I instead applied the occlusion texture directly to the color / diffuse texture of the vehicle. Vehicles were very bright and flat-looking in deep shadows (eg: under heavy tree canopy), like they weren't applying their AO to themselves.
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