Details
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Bug
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Resolution: Done
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P1: Critical
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Open Source Release
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None
Description
Problem 1: Try enabling ambient occlusion. Changing to a > 0 value has no visible effect. This must be some minor glitch somewhere since in our port in the new Qt3D-based runtime this is not an issue.
Update: I realize now that playing with aobias ("AO Threshold") we can get better looking results. So maybe problem 2 is not a problem after all.
Problem 2: Under the hood this does enable the SSAO texture generation, though. However, the intermediate texture looks like the attached picture. (ssaotexture_weird.png) This cannot be right.
With the new Qt3D-based runtime enabling ao does show up in the final result, but - due to the same weird intermediate SSAO texture - it only adds some ugly "banding" (the stripes) to the end result and is nothing like a proper AO implementation.
HBAO in NDD works fine and darkens only where expected, see second attached screenshot showing a "proper" SSAO texture at aostrength=100. (ssaotexture_great.png)
It could be a misunderstanding too (obviously the simple SSAO we have now cannot be as good as HBAO+) so if that's the case please confirm what parameters are needed to get a decent looking AO.