Directionally biased diffuse ambient occlusion

Soft ambient occlusion doesn’t work that well for car underbodies, we need something directionally biased (bent normals? contact shadows?) and way rougher:

Typical AO:

ScreenShot5238 - soft ao

Directionally biased:

ScreenShot5240 - biased ao

Now combine that extra-strong AO with shiny plastics and metals:

ScreenShot5252 - coming along

We are starting to get somewhere! The “glass” material doesn’t exist, so I should bust those windows out for now. There won’t be any transparent materials (glass) until I dump the strictly deferred architecture for a forward+ or some hybrid two-stage renderer.

ScreenShot5268 - shiny plastics

ScreenShot5278 - chrome

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