i may have kicked and screamed a little but we got pawpads and toe occlusion on the umbreon

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Voici où nous en sommes pour le fan art de version "Iceborn"

J'ai terminé l'ambient occlusion sur le macareux de droite ! :)

Qu'en pensez vous ?

RDV la semaine prochaine pour voir la suite !
Toujours ici : https://t.co/AevvOIJk6G

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Self-Supervised Scene De-occlusion https://t.co/9XYuflehb8 画像のocculusionを自然に補完して物体を動かす画像編集が可能に!画像とオブジェクトマスク(だけ)から物体間のグラフを構築し,グラフの変更に応じて物体のマスクを再構成,マスクから画像を補完する.(self-supervisedなのか?)

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Lineart > Flats > Light + Ambient Occlusion > Final

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PLX transforms texture coordinates to resemble mesh displacement. It accurately renders depth, perspective, and occlusion from any camera angle. PLX also includes tools that enhance the PLX experience. https://t.co/s1pzFW00kK

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I've just uploaded a new version of QGIS Terrain shading plugin. We can now model ambient occlusion effects, which is sweet: see figures. The plugin is still experimental, please report issues you might encounter.

https://t.co/qEurtrXvp8

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CASTROVALVA

Parts 1 & 2: Unutterably tedious water-treading after Logopolis.

Parts 3 & 4: Thinks ‘recursive occlusion’ is clever but it’s just window dressing for a paper-thin Master plot.

Glimmers of intrigue in Castrovalva’s mystery, but it all makes very little sense.

1/5

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Ambient occlusion in seconds. Bake game-ready ambient occlusion in seconds without UV unwrapping or agonizingly slow Cycles bakes. Works out-of-the-box on most meshes without any tweaks, and produces bakes far faster than Cycles. https://t.co/EZYOxbvIET

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This one actually has a lot of processes involved.
I am learning things about AO and these blend modes.
I don’t know if i understand them correctly tho.
AO (ambient occlusion) is not necessary but i want to try.
took a hell lot of time. hope you like it.

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I tried using ambient occlusion (AO) + lighting layer.
sketch, line art, and AO are ok,
but bg and lighting are not very satisfied but needed.
at least I tried, and I have to keep trying... . 😔

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PLX transforms texture coordinates to resemble mesh displacement. It accurately renders depth, perspective, and occlusion from any camera angle. PLX also includes tools that enhance the PLX experience. https://t.co/KZALA5JeX3

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Here you can appreciate all the occlusion incrementally:
1 Direct Light + Indirect Light + Voxel AO + SSAO
2 Direct Light + Indirect Light + Voxel AO
3 Direct Light + Indirect Light
4 Direct Light Only

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AO画法はAmbient Occlusionの略だった。
3Dの知識があった方が理解しやすそうだけど
詳しい解説はこれかな。でも直訳過ぎてつらい。
https://t.co/cXyi5r4rNb
初めてやってみたAO画法、成功しなかったけど大きな失敗もしない感じがある。

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Then adding occlusion shadows, highlights💫 and a background. If you learned something while watching the video feel free to share!

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New project: Interactive Jungle!
We made this project together with , using
We designed it to explore interactivity on 2D layers:Parallax movement, day-night cycle using color gradient, multiple layer depth and sun/moon objects occlusion, among others.

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I NEED HELP I cant decide between darker shadows + less occlusion or very bold occlusion + lighter shadows

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Pro-tip: Painting out your line art will get you to a more painterly look very quickly. Here I've included the AO (very quick Ambient Occlusion pass), the AO set to multiply on top of flat colors, and OC, colors and line art

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"Speeches are for the campaign... Now's the time for action"
Je test des trucs en colo !! Si quelqu'un a des conseils sur l'Ambient Occlusion je suis preneuse !! 😀
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I see a lot of people talking about sword and shield so here's an interesting point I haven't seen people make. It seems like the game doesn't have Ambient Occlusion which is why the lighting appears off and shadows are invisible or unclear when a cloud passes over.

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