Home › Forums › Graphics / Blender › SSAO and transperant materials
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2019-04-02 at 7:12 am #13461elkCustomer
Hi.
Is there a way to turn of SSAO calculations for a specific object ?
I have a ground plane with faded “edges”, and if i have AO on that will darken the transparent areas so the mesh edges show as a faint dark “overlay”
2019-04-02 at 8:01 am #13468elkCustomerI also have another problem related to transparent materials. Sry about the bad Gif attachement, but i hope the point comes accrose.
I am now using no depth write on bothe the glass/window material, and the ground plane, I set the z-depth of the ground plane to make it render before/behind the other transperant materials. I thought rendering without depth Write would fixs this issue with the ordering of transperant materials, but it seems to me the origin point of the object is still part of the calculation. For the closest window the origin is to the left of the camera, so moving forward will bring it behind it, and i think that is why it is changing the rendering when i move closer and further away.
As I must be able to go around and see the transperant materials from multiple angles, and multiple “stacked” transperant materials I can’t force an order with the z-depth.
Is there something i missed ?
2019-04-02 at 8:05 am #13470elkCustomerGif did not seem to want to upload, hopefully an mp4 will be better ..
2019-04-02 at 8:39 am #13474Mikhail LuzyaninStaffIs there a way to turn of SSAO calculations for a specific object ?
There’s no way to do it now.
As I must be able to go around and see the transperant materials from multiple angles, and multiple “stacked” transperant materials I can’t force an order with the z-depth.
Can you share a blend file with a transparent objects?
Co-founder and lead graphics specialist at Soft8Soft.
2019-04-02 at 8:49 am #13476elkCustomerThanks for quick reply Mikhail.
I am starting to get a bit more familliar with the code, so I guess I will do a bit of digging. Feel free to share if you know where i should start looking.
I can try to strip down my file, or set up a new one to demonstrate this. Will post again once i got something ready.
2019-04-02 at 10:21 am #13481elkCustomerHere is a quick file i set up. I tried to recreate it, but could not recreate it, so I made a new app, and appended two of my trouble objects (the window panes).
Try moving forward and back and you should see the “pop” before you meat the first window.
If you turn Depth Write back on for the material, it will pop out entirely.
Using 2.8 btw…
Attachments:
You must be logged in to view attached files.2019-04-02 at 1:23 pm #13499Yuri KovelenovStaffHi,
I checked your file (thanks for attaching that). The reason for that behavior is that the engine compares the distance to the centers of objects to decide which one is to be rendered in which order. So a possible cure here can be to divide prolonged objects into smaller ones.
2019-04-02 at 1:39 pm #13501Mikhail LuzyaninStaffI’ve made some changes in yor example and it helped.
Attachments:
You must be logged in to view attached files.Co-founder and lead graphics specialist at Soft8Soft.
2019-04-02 at 2:08 pm #13507elkCustomerThanks for the quick help guys.
Was hoping that without Depth Write on it would just work. but i guess the problem is the origin going behind the camera and getting “culled” from the calculations.
Gonna try with offsetting the origins also, but the smaller pieces tip will help in many cases.
Cheers.
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