Hi , after struggling with SSAO and/or Rendering static lightmaps (which are extremely tedious work btw) and since PBR doesn’t seem to gain any attention lately (i tried the sample from 1.7 but ran about 5-10 fps and my GPU fan go crazy although i have mounted a 2x larger fan on the heat sink) So i decided to dive into pre rendered backgrounds. I have 3 ideas so far but actually the best solutions would be the 1st or the 3rd if is even possible.
1.Since I already have the pre-rendered diffuse map and a 32 bit depth map rendered in 3ds max so i thought it would be the easiest soulution to use one texture unit for PreRenderedDepth and simply discard pixels which are behind depth at that point. This is most likely doable unfortunately engine wise i don’t know how compicated would it be.
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Render occluders to depth map is the easiest way to do this since the engine takes care of rendering orders and stuff but then it requires extreme ammount of work on modelling side sice i have to model everything twice. A low poly occluder mesh and the high poly scene. Doable but only if no other solution pops up
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Is there any way of simply use a custom depth map ? Something like :
- Render background
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Set a custom depth map
3, Render scene objects
Any ideas appreciated.