Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Great job and very inspiring! Thanks for sharing.
VXAO will run on DX11-capable GPUs, but is not intended to replace screen-space implementations for mid-range or budget platforms. For most games in development today, a gamer would want to see VXAO as a high-end option for those who have invested in the latest GPUs, while NVIDIA HBAO+ remains an excellent ambient occlusion solution for less luxurious systems. At left, a rendering using VXAO in a modified version of Unreal Engine 4 (image courtesy of Epic Games).
- World-space Ambient Occlusion algorithm.
- Superior image quality, smoother response to camera motion than screen space techniques.
- DX11 implementation.
- VXAO is included as part of the NVIDIA VXGI library.