Does someone comfortable with Python know how difficult it’d be to port the old Self-Shadow script (used in Vertex Paint mode to fake AO) to 2.54? I’m afraid Python isn’t one of my languages, and just installing it as-is (straight from 2.49) didn’t seem to work out, but it’s pretty much the last reason I have to keep 2.49 installed on my system, so I’m hoping it’s easy to port over.
Anyone have some insight? If it’s at-a-glance easy, I can take a crack at it myself, but I don’t have the source file to tinker with at my current location…
Hm…I saw that script and tried it out, but I definitely wasn’t getting the results I expected. When I get home, I’ll cobble together some screenshots to see if I’m crazy or not.
If I remember right, just select your object, and down in the dropdown menu where you can select “Object Mode” or “Edit Mode” change it to “Vertex Paint”. Once in that mode, there’s, I think, either a Paint or Scripts menu item, then you just select Dirty Vertices.
Huh. Guess I can’t upload pictures in here. That or my UI is messed up. Anyway…
I guess what you mentioned could work, I just have concerns that when you use Dirty Vertex on the default cube, you get some crazy shadowing that shouldn’t be there…
It might just be a corner case, though such a simple one is…worrisome. It does seem to work as a fine AO-faker when I hook up the relevant nodes and compare against raytraced AO, but I don’t want to get caught with my pants down on some future model wondering what’s going on with the vertex shading.
Yeah, it’s normally pretty expensive to the point that it’s often prohibitive in a realtime game environment, I think, but back during the development of Yo Frankie!, one of the developers/artists, Pablo Vasquez, demonstrated a script that lets you fake Ambient Occlusion by painting the vertices of a model, then using nodes to mix things together. The result was pretty decent for real-time gaming, and if you’re curious, the original tutorial can be found here. If you’re really curious, I just like to have this baked into the model because when I’m writing my own shaders, it’s a lot easier to just pipe in the fake AO from the vertex shader than it is to do the AO calculations myself : P
Right, someone mentioned that above and I pointed out where to find it already : P
The problem is that Dirty Vertex isn’t what I want–you can see the drastic difference in my above post between the Self-Shadowing script (AO) in 2.49 and the Dirty Vertex script in 2.54.
The default cube, which shouldn’t be getting any shadowing at all floating out in the middle of nowhere, gets some crazy, crazy amount of shading, and I don’t know why.
I found an shadow script from Barton Campbell(for Blender <2.54)
I think I have translated it to Blender 2.54 but I can not see the effects …
probably no good parameters.
So, if you would be so kind and give me all parameter values, such that the monkey
really changes (with rendereing) its appearance to find out what in my approach is either good and not yet good?
And eventually a link to an ‘old’ *.blend where I can see the script in action?
EDIT
no not needed (program errors and old script works …so I can see what is wrong at this moment)