Ambient Occlusion
complete
Nick Kallen
complete
N
Nathan
I did some digging and theres already an implementation in the render engine Plasticity uses (three.js)… maybe this could be brought over?
N
Nathan
Theres also this, which is semi-cavity-like (obviously not the pixelisation, but the tinted borders)
Robbie Switch Aitken
+1 for AO
Take Refuge TV
+1 for Cavity and ridge like Blender, This way you can customize a plain mat cap on a per project basis with little effort,
On top of this as a nice to have, some sort of Screen space AO would be nice which could be extrapolated to include exporting or creating depth or height data directly from plasticity to a PNG for use in texturing and sculpting workflows
G
Gnougnou
+1 cavity view similar to Blender would be great !
N
Nathan
+1 cavity view is delicious
M
Matias
This would be an essential addition since the viewport rendering is still a bit limited. The cavity mode in Blender is a good example and also the ZBrush viewport has a nice default setting to make forms easier to read (soft shadows and some kind of outline/depth curvature shader).
AO might not be the only solution, maybe there is an alternative material (Phong/Lambert) and a fixed 3-point light setup. In ZBrush or 3DCoat, the lights of the viewport environment can be changed quickly without having them in the scene so a basic approach would totally do it.
JBlackwell
I think a robust AO implementation would be vital to navigating more complex scenes in Plasticity. In simpler objects it doesn't get me as much, but when I have a scene with several objects close together, the lack of relational/contact shadowing makes it hard to tell what's what from a glance. While I know little on ray/curve/surface intersection math, some solution that could work in world space would be wonderful.
M
Manuel Hofmann
I agree, AO but also curvature/cavity mode like in blender is very handy to better see details.