Despo begins to modding :-)
#11


<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> I gave wrote a late night, brief overview at WOB that a few people have recently deciphered, with no images. Here are some images for you, perhaps I will put it together into a blender AO tutorial when I get a chance.




 




Image 1




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/AO_Options1.jpg.491e463664257423063260011dcbbe7b.jpg" data-fileid="1730">[img]<fileStore.core_Attachment>/monthly_2017_03/AO_Options1.thumb.jpg.dd6897ebbd53f12f82c1687a291f7cd1.jpg[/img]</a>




1 - We start off in the 'World' menu.




2 - First, change the 'Ambient Colour' to 150, 150, 150.




3 - Tick 'Ambient Occlusion' and open up this drop down menu. The first option is 'Factor' which is how strong the effect will be. The higher the number, the darker the shadows.




4 - You can select to multiply or add each trace. Multiply gives a darker shadow. So each scan is multiplied by a factor of 2.5 in this set up.




5 - Tick 'Environment Lighting'. I'm not sure how much of an effect it has, but I was battling dark shading across the whole thing when I went through this so decided to tick it just because.




6 - Same with 'Indirect Lighting'. I didn't change any of the settings of either of these two.




 




Image 2




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/AO_Options2.jpg.ed83f0c7d59e01d029284901f3c19662.jpg" data-fileid="1731">[img]<fileStore.core_Attachment>/monthly_2017_03/AO_Options2.thumb.jpg.d46a5776b534a127abb3b2921ea749ba.jpg[/img]</a>




1 - Scroll down in the 'World' menu to find the 'Gather' drop down. Make sure 'Raytrace' is selected and it is set to 'Approximate'. Other settings give lower quality shadows (grainy).




2 - Attenuation - This is the distance between faces that will cast a shadow on one another. (note - this is my understanding of it!) AO is about the effect other faces have on the one that is being scanned. Blender will scan out in all directions from each face, and see what other faces there are to cast a shadow on it. Attenuation tells blender how far to look for another face. The default is 10 m (!!!) so any face within 10 meters will case a shadow, and result in a very dark AO all over! I use 20 cm, it seems to be a good one for definition on buildings. On smaller things I will go less, 5 cm for a tree or bush where many faces are close together. Play with this depending on the model to get the amount of shading you need, it is probably the most important thing for AO IMO.




3 - Samples - how many scans per face. The more you do, the longer it takes, the smoother the shading is.




There are also things like 'fall off' which is something to do with how quickly the shadow from another face stops having an effect, but I have not played with this yet.




 




Image 3




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/AO_Options3.jpg.abbb7c2509943d15d72b835b3b4c0214.jpg" data-fileid="1732">[img]<fileStore.core_Attachment>/monthly_2017_03/AO_Options3.thumb.jpg.c15816927dbc8e0a7e2422f966dc67c9.jpg[/img]</a>




You probably have used these already! 




1 - Render menu




2 - Make sure normalized is ticked especially if you are using multi materials. This forces blender to assume all faces are bright white (ambient colour that we set earlier I think). If you don't do this, you can get dark/odd shading due to the textures applied to each face.




3 - Margin 10px. I don't know why, <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/6338-discrepancy/&do=hovercard" data-mentionid="6338" href="<___base_url___>/index.php?/profile/6338-discrepancy/">@Discrepancy</a> said to do it [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" /> in his tutorial




 


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#12


Oh and one more thing.. I'm not sure what this UI is called, it is the one that pops in or out when you hit 'N' on the keyboard in 3D Veiw and has the transformation options and things in it. If you scroll down to the shading menu, you can tick AO and it will display your values and some shading on the building (which I have made red here for fun). It is a rough estimate of how your values will come out, the result is a lot grainier than a proper bake in game, but you can play around with them to see the difference of changing certain things.




 




 



[img]<fileStore.core_Attachment>/monthly_2017_03/AO_Options4.thumb.jpg.77192381c09737ec2c20508169bb4fcc.jpg[/img]
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#13


bah you see, this red color thing show you all the details where textures meet another texture or beams....




i am making all my AO and i never see a such difference because the result i get i never get these "red shadows" casted on my mesh+AO [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" />



and i dont know why [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" title=":(" width="20" />

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#14

Wow, great work <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a> keep it up [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />
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#15


Very clear, very helpful and many many thanks <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/5518-necora/&do=hovercard" data-mentionid="5518" href="<___base_url___>/index.php?/profile/5518-necora/">@Necora</a>!!!




Thank you very much for the compliments everybody!




I want to model a lot of medieval buildings full of odd angles, nooks and crannies! [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" /> [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" title=":D" width="20" />



 




And now that the AO is perfect (thank you again Necora), I have to solve a little problem with the normals of the stone walls in the building phases [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" title="xD" width="20" />



<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/D20House_wip5.jpg.bef8a12d05911a7cd171d17baa371aaa.jpg" data-fileid="1736">[img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip5.thumb.jpg.bab714a9547c27626115c664f3389ba2.jpg[/img]</a>




 




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/D20House_wip6.jpg.0ebda9440217f9f7c6b65f254d9417f1.jpg" data-fileid="1737">[img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip6.thumb.jpg.e49b839f25800954c14777da24c25b2e.jpg[/img]</a>


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#16

backfaces being invisible is a problem with the material you're using, most materials cull these. You can either solve this by creating faces on the inside for the build meshes, or by changing the code in your material.rsc (if you are using a custom one). Inside the material.rsc there is probably a line saying 'CullMode _cullMode = BackFaces;' If you want no culling to happen, change this to 'CullMode _cullMode = None'.

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#17

Quote:
12 hours ago, despo20 said:




I use 3D modeling programs nearly every day




Cool... yeah, when I read "first mod" I thought "model?" and got sort of weak knees... LOL




 


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#18

Quote:
1 hour ago, Bartender said:




You can either solve this by creating faces on the inside for the build meshes




It's exactly what I did, but the inside faces had inverted normals [img]<fileStore.core_Emoticons>/emoticons/ph34r.png[/img]/emoticons/ph34r@2x.png 2x" title=":ph34r:" width="20" />


Quote:
1 hour ago, Bartender said:




Inside the material.rsc there is probably a line saying 'CullMode _cullMode = BackFaces;' If you want no culling to happen, change this to 'CullMode _cullMode = None'.




I've noted your advice. Can be very useful in some situation [img]<fileStore.core_Emoticons>/emoticons/wink.png[/img]/emoticons/wink@2x.png 2x" title=";)" width="20" />



 




A pair of winter pictures




[img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip8.jpg.23c26667c96119f2ccb74918cc7dc8b7.jpg[/img]



 




<a class="ipsAttachLink ipsAttachLink_image" href="<fileStore.core_Attachment>/monthly_2017_03/D20House_wip7.jpg.468db25f3fd9f8414287468d4cc103cd.jpg" data-fileid="1740">[img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip7.thumb.jpg.af40f71ff17db1150e8383b82e9cdc43.jpg[/img]</a>




 




<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/11115-bartender/&do=hovercard" data-mentionid="11115" href="<___base_url___>/index.php?/profile/11115-bartender/">@Bartender</a> I look forward to your Natural Diversity Mod. Mushrooms in the snow are a bit... unrealistic, to say the least [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" title="xD" width="20" />



Now I'm playing a little with the AO in photoshop to remove the snow from the entrance steps and from the other covered parts.




 


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#19


It's quite easy and fast to do and add a bit of realism [img]<fileStore.core_Emoticons>/emoticons/58462f70003fe_EmojisApplebyKawaiiDarkToxic553.png[/img]



 




[img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip9b.jpg.a9f02a2d83f5ea3028a95c96d7bd81cc.jpg[/img][img]<fileStore.core_Attachment>/monthly_2017_03/D20House_wip9.jpg.539b415dd0f3284103691526dd77b814.jpg[/img]



 


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#20


you seem to be very talented and extremly experienced in 3D <a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/index.php?/profile/12323-despo20/&do=hovercard" data-mentionid="12323" href="<___base_url___>/index.php?/profile/12323-despo20/">@despo20</a>  . everyone of us doesnt have a 1/10th of your 3D knowledge [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" title=":)" width="20" />



 




specially the time it took you to do that ?




we are march 24th.... i would have done everything you did and we would be april 3th ^^


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