You are not logged in.
Pages: 1
so i've managed to locate a HBAO (Horizon Based Ambient Occlusion) shader and a Depth of field shader that both are written for OpenGL, i understand they both work great but i'm having a little trouble with my depth of field shader (as you can see in my post Here ) but besides that, both shaders work in blender :3
I figured i'd perhaps ask how i should go about intergrating HBAO before i actually start trying to do it myself and messing files up xD
Any help will be greatly appreciated :3
Last edited by spikeymikey0196 (2014-10-14 10:19:43)
Offline
The video is private.
Offline
The video is private.
Try it now :3
Offline
I couldnt help but notice that tesseract uses the smaa by Iryoku.. So i looked at his github and i figured Subsurface Scattering would be quite nice :3 so if anyone wants to implement it.. Heres the link: https://github.com/iryoku/separable-sss
also a hbao shader that is fully optimised for opengl is here: https://github.com/scanberg/hbao
Last edited by spikeymikey0196 (2014-10-24 08:03:54)
Offline
Pages: 1