Hi!
It would be great to have Ambient Occlusion Shadow.
Ambient occlusion on wikipedia
T76
Ambient Occlusion ShadowSoftware: Away3D 4.x |
||
|
||
theMightyAtom, Sr. Member
Posted: 27 January 2012 02:58 PM Total Posts: 669 [ # 1 ] Already requested But thanks for reminding the devs while they’re working on a release ;O) |
||
wenzi, Newbie
Posted: 09 August 2012 02:31 AM Total Posts: 1 [ # 2 ]
|
||
laurent, Newbie
Posted: 29 August 2012 03:04 PM Total Posts: 29 [ # 3 ] @wenzi: it is not yet implemented This blog post http://blog.bwhiting.co.uk/?p=383 can be a starting point of implementation. |
||
theMightyAtom, Sr. Member
Posted: 17 October 2012 09:31 AM Total Posts: 669 [ # 4 ] Bump! I hope this is on the list for 4.1, otherwise I’d like to vote for it again. The competition are offering this now. This one blew me away, |
||
Fabrice Closier, Administrator
Posted: 17 October 2012 10:05 AM Total Posts: 1265 [ # 5 ] We have similar work being dev for a while. Problem is that it’s very demanding, especially on mac side. The beautifull alternativa demo for instance, cooks my 3 yo MBP and runs mostly 8 fps with irregular jumps to 40. The other link shows a loading bar stuck at 50% |
||
theMightyAtom, Sr. Member
Posted: 17 October 2012 10:19 AM Total Posts: 669 [ # 6 ] The alternativa demo is calculating every frame. Normally one cycle would be enough for static objects, so a lot less demanding. I hope you get to see the WebGL demo. Try another browser maybe? |
||
_kihu, Jr. Member
Posted: 09 January 2013 08:41 AM Total Posts: 43 [ # 7 ] Check this out: edit: Oh, I didn’t see it’s been posted already. Sorry. Here is some info on global illumination and multiple lighting methods with code in C#. Perhaps someone will find it helpful. http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Many_Light_Sources http://en.wikibooks.org/wiki/GLSL_Programming/Unity/Multiple_Lights |
||
Tamjid Wafaa, Newbie
Posted: 12 February 2013 03:20 PM Total Posts: 3 [ # 8 ] In computer graphics, ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces. |
||
|