Hey,
I think a lot of people are sometimes having this issue, and I've been recently...learning a lot of SFM but I seem to always hit this grainy effect with lighting, I believe it happens from SSAO stuff. I think you all know what I am talking about, any one know how to take this out, reduce it, or incorporate it like those professionals to look better.
Right click in viewport
select Render Settings
Disable Ambient Occlusion
(this just disables it in the viewport, not the render)
edit
When you go to export your movie, if you push more options, you can disable SSAO there too.
Alternatively, you can edit SSAO specific sliders in your camera settings in the element viewer.
The AO will only look good in the final render, it will always look grainy unrendered, unless you disable it like the post above me.
Oh, thanks so much. Yeah I haven't rendered yet and I've been increasing the SSAO to look less grainy as possible in the viewport, would be interesting to see how it turned out now.
[QUOTE=pilot;41027205]Oh, thanks so much. Yeah I haven't rendered yet and I've been increasing the SSAO to look less grainy as possible in the viewport, would be interesting to see how it turned out now.[/QUOTE]
if you go to the clip editor, it will render the frame you are visualizing, it may take a while depending on the settings.
You can get rid of the grain when you're working before the final render. The only thing you need on is at least 32 samples of Depth of Field in the progressive refinement settings. Adjusting the SSAO settings does help also, the general consensus I've seen is to raise the SSAO Bias to half way while SSAO Radius and Strength are purely up to you.
[QUOTE=zizzleplix;41037769]You can get rid of the grain when you're working before the final render. The only thing you need on is at least 32 samples of Depth of Field in the progressive refinement settings. Adjusting the SSAO settings does help also, the general consensus I've seen is to raise the SSAO Bias to half way while SSAO Radius and Strength are purely up to you.[/QUOTE]
Yeah I'm starting to adjust the SSAO and it's working out. For some reason those blurred grainy shadows remind me of the shadows in Assassins Creed.
[QUOTE=pilot;41045369]Yeah I'm starting to adjust the SSAO and it's working out. For some reason those blurred grainy shadows remind me of the shadows in Assassins Creed.[/QUOTE]
AC prob has SSAO too
[QUOTE=cra0kalo;41066064]AC prob has SSAO too[/QUOTE]
*put random OBJECTION image from ace attorney here*
I remembered that i read somewhere crysis was the first game having ssao, so, since i really couldn't remember which one of them first came out, i did some basic wikipedia research, they were out both around 13 november 2007, so they can't have put that technology there since it was still being developed somewhere else.
TL;DR: AC1 has got no ssao. Brotherhood does though.
[QUOTE=davixx;41070120]*put random OBJECTION image from ace attorney here*
I remembered that i read somewhere crysis was the first game having ssao, so, since i really couldn't remember which one of them first came out, i did some basic wikipedia research, they were out both around 13 november 2007, so they can't have put that technology there since it was still being developed somewhere else.
TL;DR: AC1 has got no ssao. Brotherhood does though.[/QUOTE]
Yeah, it was probably just the dithering with the shadow maps in the engine.
[QUOTE=davixx;41070120]*put random OBJECTION image from ace attorney here*
I remembered that i read somewhere crysis was the first game having ssao, so, since i really couldn't remember which one of them first came out, i did some basic wikipedia research, they were out both around 13 november 2007, so they can't have put that technology there since it was still being developed somewhere else.
TL;DR: AC1 has got no ssao. Brotherhood does though.[/QUOTE]
[url]http://blog.alleyproject.net/?p=17[/url]
[QUOTE]It was originally developed by Industrial Light and Magic (ILM) and first used in the 2001 film Pearl Harbo[/QUOTE]
[QUOTE=cra0kalo;41087501][url]http://blog.alleyproject.net/?p=17[/url][/QUOTE]
Sorry, but that's referencing ambient occlusion, not screen space ambient occlusion.
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