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Thread: Amb Occ. Renderer: Faogen

  1. #1

    Amb Occ. Renderer: Faogen

    Check it out. Only problem I am having is that LW doesn't have a MTL file so it's not doing a good job, so I can only do vert renders. But still cool none the less and REALLY fast.

    http://www.rusteddreams.net/faogen.html

    If anyone knows of a good OBJ export for LW, let me know!!
    Lamont G
    Artist Ubisoft Osaka/大阪

  2. #2
    Worms no more! Free fun! Dodgy's Avatar
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    I've written an mtl loader/saver so you should be good to go. Download it from my web site and let me know how you get on
    Push the software, don't let it push YOU!
    My own plugins and work:www.mikegreen.name
    LaptopSetup:corei7 2.4GHz nvidia GT 650M 8Gig win8 64
    WorkSetup:core i7 3.4Ghz nvidia Quadro 2000 12Gig Ram Win7

  3. #3
    Dude, it freakin' works!! Have at it LW'ers!!
    Attached Images Attached Images
    Lamont G
    Artist Ubisoft Osaka/大阪

  4. #4
    We need a more robust OBJ import/Export NT ^_^!! Or someone...

  5. #5
    Valiant NewTeKnight Matt's Avatar
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    Just a point, it needs an OpenGL 2.0 compliant card (appears my one at work isn't)

    UI / UX Designer @ NewTek

  6. #6
    Adapting Artist jasonwestmas's Avatar
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    I plead ignorance. Why would we need this and what is ambient occulsion? The lighting effect I saw on the site is really nice but are there game engines that support this kind of effect?

  7. #7
    Here is a page on Ambient Occlusion ::LINK::

    A good use is it gives depth to objects with a few params. It's fast as ****, and can make an object look "GI" lit when used properly.

    For games, it's just one more tool to get the look we want w/out asking the engine to do it for us. Use it to define muscles on a character... make dirt, all kinds of stuff. Get nice soft shadows in good time.

    Apply the result to vertex colors and it saves you a ton on lighting in-game. Just light the character and a few objects.
    Lamont G
    Artist Ubisoft Osaka/大阪

  8. #8
    LightJustice Panikos's Avatar
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    Ambient Occlusion "looks" like GI but its not.
    Ambient Occlusion shows the accesibility of the geometry to the Ambient Light, often white.

    GI involves light bounces, indirect lighting. color bleeding, caustics plus ... plus ... etc
    Its a mistake to equalize the two or compare them cause they are different and of different value.

  9. #9
    Super Member Captain Obvious's Avatar
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    Quote Originally Posted by jasonwestmas
    I plead ignorance. Why would we need this and what is ambient occulsion? The lighting effect I saw on the site is really nice but are there game engines that support this kind of effect?
    The main use for this is to render the ambient occlusion and apply it as a texture map, not to render it in real-time.
    Are my spline guides showing?

  10. #10
    Adapting Artist jasonwestmas's Avatar
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    Ohhhh, so it's like baking in Global Illumination (Reflective/ Ambient Light) into the color texture. Very cool idea! I love reflective lighting.

    Thanks guys!

  11. #11
    Hi,

    Faogen updated to v1.1 - http://www.rusteddreams.net/faogen.html :
    - Improved quality of generated AO maps
    - Object selection by picking them with mouse in viewport
    - Increased speed of loading high polygonal objects
    - Better UI allows to re-generate AO only for selected objects

    New calculation mode weights generated AO by cosine of angle between sampling direction and surface normal. This gives sharper result. Calculation mode used in previous version still available - just set CosineMode to False.

    Detailed help file will be released soon.

  12. #12
    How about some native LWO support? I'll love you till the end of time!!

    Can the OBJ format support vertex colors? I would like to get the vertex color info out of FaoGen into Maya or LW.
    Lamont G
    Artist Ubisoft Osaka/大阪

  13. #13
    Quote Originally Posted by Lamont
    How about some native LWO support? I'll love you till the end of time!!

    Can the OBJ format support vertex colors? I would like to get the vertex color info out of FaoGen into Maya or LW.
    OBJ didn't have vertex colors - calculated per-vertex data is saved into U texture coordinate. I don't know if there is an easy way to convert it to vertex color inside Maya and LW.

    Faogen 1.1 has support for format plugins (currently just as experiment - some things will change in next version). And first plugin will be for LWO

  14. #14
    Sweet!! Support vertex colors!!
    Lamont G
    Artist Ubisoft Osaka/大阪

  15. #15
    Faogen 1.2 - http://www.rusteddreams.net/faogen.html
    added LWO I/O.

    LWO saving from Faogen is in beta state - not all features exported correctly yet, but this should be fixed soon.

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