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Showing results for tags 'ambient occlusion'.
I am trying to get the ambient occlusion effect to work on a scene that I import from blender. I cannot seem to understand why it is not working. Here is my setup: I have a .babylon scene that has a hemispheric light and a directional (sun) light. Once that scene is ready, it then loads the meshes (which are contained in a different .babylon file) I do not have textures on them, just materials. I then try to add the Ambient Occlusion from the console using : var ssao = new BABYLON.SSAORenderingPipeline("ssao", scene, 0.5); scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline("ssao", camera); (scene and camera are set properly beforehand) There is no discernible change. For testing I have a sample playground that was copied from the SSAO playground just taking out everything that wasn't required. http://www.babylonjs-playground.com/#1TDTWF#1 But I don't know how to translate this to my blender exported scene. I am going to assume it has something to do with my lights, or materials on the mesh, but I don't know what i need to monkey with.
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I assume that screen-space ambient occlusion is possible using BabylonJS's shaders system, but I have so far been hampered by my lack of knowledge of GLSL and shaders in general to be able to understand anyone else's implementations enough to port them. Has anyone else managed to accomplish this feat in BabylonJS? How so? If not, could someone give me some tips for getting started? I understand the basics of hooking up shaders to Babylon materials and the screen.