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Areas with AO have much higher aliasing

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Viewing 4 posts - 16 through 19 (of 19 total)
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  • #53644
    ahdziri
    Customer

    Hi Mikhail Luzyanin,

    That tutorial didn’t work for me, I have flowed the video step by step but the result was different.

    #53651

    Any details or screenshots?

    Co-founder and lead graphics specialist at Soft8Soft.

    #53654
    dragosburian
    Customer

    Hello Mikhail,

    For our use case we have 26 scenes, with around 500 objects in the scenes, which depending on users’ input can be combined (the scenes, and the objects within). Items scale,move, morph, appear/disappear depending on each selected situation. The number of combinations is literally in the millions. Baking AO is absolutely impossible in our use case(and we have other similar use cases present and future), both because it would take a LOT of time, and also technically because loading so many maps would use too much Vram on users’ devices. For instance, we can have a post that can have house numbers on it from 1 to 9999, we can’t make 10000 AO maps for that :).

    I do understand that addressing the quality of the AO is a very difficult task, but for many users it is very important and for big projects baking is out of the question.

    #53655
    Pascal
    Customer

    Maybe you need to use an other, more high priced solution in the meantime. Unreal or Unity? If your requirements are so high, you might want to run pixel-streaming and let everything be rendered on the cloud?

Viewing 4 posts - 16 through 19 (of 19 total)
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