Sunday, February 22, 2009 at 7:23 PM |  
We've decided to go for baked ambient occlusion mapping per building rather and shared AO maps for track blocks than go for creating a lightmaps for the entire level.

One of the main reasons for doing so, its alot easier for us to change lighting on the fly without re-rendering the entire level lightmap and with the new shadow system we've implemented lispsm+pssm which works really well for outdoor scenes.

Newer games such as Assassin's Creed also use this method where they only bake AO maps instead of lightmaps and do real time dynamic lighting and shadow.Besides AO maps may not look as good as radiosity maps but it does give a decent sense of depth and realism to the models.

Here's a screenshot of the buildings with AO maps in the level editor.





















and heres a test scene composed of objects with baked AO maps.

Posted by Prometheus

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