Ambient Occlusion: Add thickness heuristic #56567

Closed
opened 2018-08-27 11:34:06 +02:00 by Clément Foucault · 15 comments

Add thickness heuristic to reduce the AO from very thin objects as described in "Practical Realtime Strategies for Accurate Indirect Occlusion"

Add thickness heuristic to reduce the AO from very thin objects as described in "Practical Realtime Strategies for Accurate Indirect Occlusion"
Author
Member

Added subscriber: @fclem

Added subscriber: @fclem

#60522 was marked as duplicate of this issue

#60522 was marked as duplicate of this issue

Added subscriber: @MarcinTwarowski

Added subscriber: @MarcinTwarowski

Hi. I recently reported that thin objects cause AO flickering: #60522. I guess it's related?

Hi. I recently reported that thin objects cause AO flickering: #60522. I guess it's related?

Added subscriber: @AdamJanz

Added subscriber: @AdamJanz

Yes, I was experiencing this same issue. Thanks for posting the videos, Marcin; that clearly shows the AO pulsing I was having. I assume the only workaround at present is to reduce the AO distance?

Yes, I was experiencing this same issue. Thanks for posting the videos, Marcin; that clearly shows the AO pulsing I was having. I assume the only workaround at present is to reduce the AO distance?

@fclem Clément, would adding the ability to bake the AO for static (non-animated) objects as part of the Bake Indirect Lighting feature be a possible way to solve the flickering during animation, even without needing a thickness heuristic? I reduced the AO distance much further than what it should be for my architectural fly-through animation, and the AO still flickers badly. Merci de votre aide...

@fclem Clément, would adding the ability to **bake the AO** for static (non-animated) objects as part of the **Bake Indirect Lighting** feature be a possible way to solve the flickering during animation, even without needing a thickness heuristic? I reduced the AO distance much further than what it should be for my architectural fly-through animation, and the AO still flickers badly. Merci de votre aide...

@AdamJanz AO we're talking about here is a screen space effect so I don't think you can bake it.

@AdamJanz AO we're talking about here is a screen space effect so I don't think you can bake it.

I see; thanks Marcin. I'm going to investigate if there's any kind of workaround for this flickering issue while we wait for a fix to be implemented.

I see; thanks Marcin. I'm going to investigate if there's any kind of workaround for this flickering issue while we wait for a fix to be implemented.

I haven't found a workaround yet. I tried making a larger proxy object with a transparent material to sit over top of the smaller object to hopefully fix the AO flickering on thin objects. Unfortunately, it did not help at all. This issue makes EEVEE unusable for animation... I'm considering moving this project to Unreal Engine, unless someone has any ideas on how to fix this.

I haven't found a workaround yet. I tried making a larger proxy object with a transparent material to sit over top of the smaller object to hopefully fix the AO flickering on thin objects. Unfortunately, it did not help at all. This issue makes EEVEE unusable for animation... I'm considering moving this project to Unreal Engine, unless someone has any ideas on how to fix this.

Victory!!! Regarding fixing the AO flickering, I thank God for showing me two solutions:

Option 1. If you want to maintain the thickness of the current object, then you'll need to break out that object into its own Scene Layer which has AO bypassed. Use the new holdout material in EEVEE applied to copies of any objects that should cover, shade, or otherwise interact with the target object. Plug the renderlayer for this separate scene into it's own composite output node, and do the same for your main layer. Then composite BOTH Scene Layers together in a 3rd Scene Layer using an Alpha Over node. Set your desired frame range and color management settings from this 3rd layer and hit render. :-)

Option 2. If you're okay with it, just make your object thicker. From my observation, I believe this pulsing AO is directly related to any objects that are so thin, their anti-aliased presence on screen bleeds over about 3 pixels, meaning you only have 1 pixel thickness of solid colour. During animation, that thin line of pixels creates aliasing artifacts (viewable as a shimmer) which causes the AO to also shimmer badly. Making the object thicker so its bleed covers about 5 pixels, with 3 pixel thickness of solid colour, fixes the aliasing issue, and thus fixes the pulsing ambient occlusion. :-)

Super excited that there is a workaround for this!!

I hope this helps. :-)

  • Adam
Victory!!! Regarding fixing the AO flickering, I thank God for showing me two solutions: **Option 1.** If you want to maintain the thickness of the current object, then you'll need to **break out that object into its own Scene Layer** which has AO bypassed. Use the new holdout material in EEVEE applied to copies of any objects that should cover, shade, or otherwise interact with the target object. Plug the renderlayer for this separate scene into it's own composite output node, and do the same for your main layer. Then composite BOTH Scene Layers together in a 3rd Scene Layer using an Alpha Over node. Set your desired frame range and color management settings from this 3rd layer and hit render. :-) **Option 2.** If you're okay with it, just **make your object thicker.** From my observation, I believe this pulsing AO is directly related to any objects that are so thin, their anti-aliased presence on screen bleeds over about 3 pixels, meaning you only have 1 pixel thickness of solid colour. During animation, that thin line of pixels creates aliasing artifacts (viewable as a shimmer) which causes the AO to also shimmer badly. Making the object thicker so its bleed covers about 5 pixels, with 3 pixel thickness of solid colour, fixes the aliasing issue, and thus fixes the pulsing ambient occlusion. :-) Super excited that there is a workaround for this!! I hope this helps. :-) - Adam

Added subscriber: @Grady

Added subscriber: @Grady

Could the code from this thickness heuristic for AO be reused for screen space reflections? As they too often suffer from similar problems and could benefit from a feature like this.

Could the code from this thickness heuristic for AO be reused for screen space reflections? As they too often suffer from similar problems and could benefit from a feature like this.

Added subscriber: @Defka

Added subscriber: @Defka
Philipp Oeser removed the
Interest
EEVEE & Viewport
label 2023-02-09 15:15:41 +01:00
Author
Member

This is not relevant now that we have implemented Screen Space Indirect Lighting with Visibility Bitmask https://arxiv.org/abs/2301.11376

This is not relevant now that we have implemented Screen Space Indirect Lighting with Visibility Bitmask https://arxiv.org/abs/2301.11376
Blender Bot added
Status
Archived
and removed
Status
Confirmed
labels 2024-02-26 14:13:12 +01:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
6 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#56567
No description provided.