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InsideQC Forums • View topic - Darkplaces Realtime Ambient Occlusion?

Darkplaces Realtime Ambient Occlusion?

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Darkplaces Realtime Ambient Occlusion?

Postby JasonX » Thu Dec 22, 2011 4:06 am

I heard sometime ago that Darkplaces had support for realtime ambient occlusion, can anyone confirm this?
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Re: Darkplaces Realtime Ambient Occlusion?

Postby Chip » Thu Dec 22, 2011 9:45 am

As far as I know, q3map2 map compiling using -dirt/dirty parameter combinations fake ambient occlusion.

If you point a light to an occluded area, the area becomes lighted, so I guess that's pretty close to realtime. I played with -dirt/dirty ambient occlusion and I like how it renders. It has parameters such as -dirtmode and -dirtscale which really adds depth to any level.




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Re: Darkplaces Realtime Ambient Occlusion?

Postby Qrv » Thu Dec 22, 2011 11:54 am

I think what you're looking for is this:

r_shadow_bouncegrid - "Perform particle tracing for Indirect Lighting ( Global Illumination / Radiosity )"

I've had a play with this, and it certainly looks cool. Mine didnt seem to update itself in realtime tho, even with setting the updateinterval. Prehaps I didnt notice it updating, or my fail machine couldnt handle it, I dunno.
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Re: Darkplaces Realtime Ambient Occlusion?

Postby Spirit » Thu Dec 22, 2011 6:49 pm

If the realtime aspect is not the thing you are after, there also is q1rad for radiosity in normal q1bsp lightmaps.
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