Search the Community

Showing results for tags 'ssao'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 7 results

  1. Hi, i have tried SSAO but found it really hard adjusting parameters...the shadow part is either too noisy or too unapparent, and anti-alias is gone when SSAO is enabled. So is there a perfect parameter setting or something? And is it possible to have both SSAO and anti-alias at the same time? by the way, is the parameter ssaoRatio related to performance? it seems that bigger ssaoRatio leads to lower performance. var ssao = new BABYLON.SSAORenderingPipeline('ssaopipeline', scene, { ssaoRatio: 0.5, combineRatio: 1.0 }, [camera]); here is my code below: https://playground.babylonjs.com/#FUMYH5 Thanks!
  2. Hello, I'm trying to use SSAO2 postprocess in a scene with an Ortographic Camera, but the results are really messy. With SSAO (you can see the muted code in the bottom of the playground project) I cannot see any kind of result. Here is the playground: https://playground.babylonjs.com/#BUKDLQ Thanks!
  3. Hi, I am recently frustrated with the noise of the SSAO. Please see the attached image. We have the same problem with the sample on the official site too. I played around with the parameters but nothing helped. I am wondering if it is a problem with the normal reconstruction from the depth buffer. BTW, I tried SSAO2 too, the quality was really better but the performance was really poor compared to SSAO. And not all browsers support webgl2.0... Any idea to improve this annoying noise stuff? Thanks
  4. Hi Folks, I tried to integrate the SSAO pipeline with as shown in this sample https://www.babylonjs-playground.com/?24. However the result was not correct if I set the scene to using right hand system. The occlusion result does not follow the camera move. I think should be a calculation error linked either to the projection matrix or to the view matrix. I really think that it is a serious bug. I don't want to change my whole application to left hand system Thanks
  5. I was playing around with SSAO, but could not get it to work with an orthographic camera. Is this not possible? Any workarounds? Any feedback appreciated
  6. Is Possible to bake texture like SSAO in blender end export bake texture to.babylon file? If it is possible. How? Any help? greetings Ian
  7. Hello,,, I've been trying to use SSAO renderingPipeline,,,, and got this ERROR WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElementsInstancedANGLE: attachment has a 0 dimensionbabylon.js:5714 WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimensionbabylon.js:5711 WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElementsInstancedANGLE: attachment has a 0 dimension2(index):1 [GroupMarkerNotSet(crbug.com/242999)!:7CC10008]RENDER WARNING: there is no texture bound to the unit 0(index):1 [GroupMarkerNotSet(crbug.com/242999)!:7CC10008]RENDER WARNING: texture bound to texture unit 1 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering.babylon.js:5457 WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimensionbabylon.js:5457 WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension10babylon.js:5714 WebGL: INVALID_FRAMEBUFFER_OPERATION: drawElements: attachment has a 0 dimension I used code is from SSAO example "CAT" var ssao = new BABYLON.SSAORenderingPipeline('ssaopipeline', scene, 0.75); scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline("ssaopipeline", camera); scene.postProcessRenderPipelineManager.enableEffectInPipeline("ssaopipeline", ssao.SSAOCombineRenderEffect, camera); Any idea >? or same problem here ? NO WORRIES ,, now its working,,,,,,, i've added pipeline while engine wasn't properly initialized