wizgrav / aframe-effects

A VR Ready Post processing framework for Three.js and/or A-Frame
https://wizgrav.github.io/aframe-effects
MIT License
207 stars 29 forks source link

ssao effect is not working properly #20

Open mzpq01 opened 5 years ago

mzpq01 commented 5 years ago

I am working with aframe and want to try post processing using afame-effects. I tried bloom and godray, both worked fine. But when I tried ssao, it did not work at all. and the result is very weird. Below is the code. And the result looks like showed in the image. ssao-bug Code:

bug-code

I searched through google, but found no one using ssao with aframe. Any idea? Thanks! @wizgrav

wizgrav commented 5 years ago

the result is not entirely off, it does darken more where the surrounding depth map indicates occlusion. There a weird striping happening though and the filter just not working at all after a certain depth which could be an issue with the depth texture. Thanks for the report, I'll investigate in the coming weekend

mzpq01 commented 5 years ago

the result is not entirely off, it does darken more where the surrounding depth map indicates occlusion. There a weird striping happening though and the filter just not working at all after a certain depth which could be an issue with the depth texture. Thanks for the report, I'll investigate in the coming weekend

Thanks for your work here to bring post processing into VR. I will just post my code below. Thanks!

        <a-scene antialias="false"
                 effects="ssao, fxaa"
                 ssao="samples:16; rings:5; radius:0.5; ratio:0.5; intensity:1; scale:0.15; blurRadius:7; depthCutoff:10"
                 fxaa="true">
            <!-- Asset Management System -->
            <a-assets>
                <img id="sky" src="img/clearSunnySky.jpg">
                <a-asset-item id="sample-model" src="gltf_model/model-UVS-MATERIALS.glb"></a-asset-item>
            </a-assets>
            <!-- camera -->
            <a-entity camera look-controls orbit-controls="target: 0 1.6 0; minDistance: 0.5; maxDistance: 180; initialPosition: 0 5 15"></a-entity>

            <!-- 3D Model -->
            <a-entity gltf-model="#sample-model"
                      scale="1 1 1"
                      rotation="0 0 0"
                      position="0 0 0">
            </a-entity>
        </a-scene>

Let me know for any updates. Thanks!

mzpq01 commented 5 years ago

the result is not entirely off, it does darken more where the surrounding depth map indicates occlusion. There a weird striping happening though and the filter just not working at all after a certain depth which could be an issue with the depth texture. Thanks for the report, I'll investigate in the coming weekend

Hi, just come in to check if there is any updated news on this?