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Hello all,
Everything is in this post's title.
Iet me explain:
In order to produce VR review (automotive) I would like to fake an "animated ambient" occlusion in OpenGL.
inside of the vehicule, when the door is close, then the door panel is dark, because of this precomputed ambient occlusion, the problem is that when we play the opening animation, the ambient occlusion doesn't match.
The Only work-around in order to have something much realistic, is to play a geometry switch at the end of the opening animation... but it's not quite efficient, because switching géometry can't be animated smoothly... it is basically 1 or 0.
Then I discovered that I can animate the "Occlusion Intensity" value into materials... maybe it is the way, but we need in this case to animate 2 Objects for playing this animation and of course using the shadow material, in order to have:
- 1 geometry for door material (without any occlusion)
- 1 duplicated geometry for the closed door occlusion (shadow material 1) - like a layer over the first geometry which contains shadow / occlusion
- 1 duplicated geometry for the opened door occlusion (shadow material 2) like a layer over the first geometry which contains shadow / occlusion
and basically when the door opens the "Occlusion Intensity" of the shadow material 1 has to fade out (1 to 0), and the "Occlusion Intensity" of the shadow material 2 has to fade in (0 to 1).
Theory is perfect... so I decided ton engage the plan... and then I cried !!!
just because the shadow material is the Only material without this Fu*****ng "Occlusion Intensity" channel! ![]()
Why!!???
Is there any way to do what I want to do?
Please... help!![]()
Solved! Go to Solution.
