Source Filmmaker

Source Filmmaker

Is is possible get a map to use SSAO?
I'm using arena_watchtower.bsp for an animation, and I'd really love if it worked with SSAO, this works with some maps or some parts of maps, but I'm not sure why or how to make it work.

Any ideas?
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Showing 1-9 of 9 comments
Zappy May 6, 2015 @ 12:04am 
The parts of maps it works on are... models that use VertexLitGeneric with phong enabled. Not all models that use VertexLitGeneric with phong enabled, but most.

No, it's not possible. Ambient occlusion seems to require phong to be enabled, and phong is only usable on the VertexLitGeneric shader. (But you could make a "map" as a model (or several models) instead, though. I know someone who has done that before, but he uses Blender now.)

Alternatively, you could render once without ambient occlusion, and then another time with "show" ambient occlusion, then multiply the two results together in a video editor. Just be aware that the 2D skybox is very glitchy, transparent objects aren't used when sampling ambient occlusion, and brushes (map surfaces) are also pretty wonky with ambient occlusion.
ConfederateJoe May 6, 2015 @ 5:15am 
Is it not possible to modify the map in Hammer and recompile?
If not, I'll probably be making some models.
Zappy May 6, 2015 @ 5:30am 
Originally posted by ConfederateJoe:
Is it not possible to modify the map in Hammer and recompile?
That's very possible. Just know you can't do that to use VertexLitGeneric, a model-only shader, on non-models.
episoder May 6, 2015 @ 5:43am 
well... you can write out a depth file with image sequence. calc and composite ssao yourself.

nothing else. to safe some space... perhaps. -_- i'm dunzo trying that right now. you can check +mat_texture_list's rendertargets that have usable depth data. quick i found _rt_ifm_ping and/or _rt_ifm_pong that have scene depth, but you can't flipflop them on the screen somehow. i dunno what they useful for anyway. lots of render garbage in there. very clean. 'nother idea was to shoot with a "offscreen" camera combination and a canvas and _rt_camera to get the _rt_camera's depth, but... f*ck it. there's no blend to get that alpha on screen. sheet. it's all alil buggered. damn...
Last edited by episoder; May 6, 2015 @ 5:46am
ConfederateJoe May 6, 2015 @ 6:21am 
Originally posted by raptornx01:
https://developer.valvesoftware.com/wiki/VMF_to_SMD

Hmm, so I could convert the entire map and just toss it into a skybox in SFM?
Very interesting...
episoder May 6, 2015 @ 6:37am 
yep. you could. it's really a torture for the model renderer assembling the model or all models to draw a whole map like that. with all materials asort and all over the place. pretty beast.

nvm... the offscreen camera depth approach found a solution. a debug material popped up in the console. i got that. lucky eyes for it. :D

attach that material to a proper canvas. and you can render out a depth video with an offscreen monitor camera. that's the trick. the depth resolution is only 8-bit tho. and it's got a glow issue. not the best but smaller result. rather then using pfm files. you can downsample and/or blur it. then do a couple of samples with an ssao shader. should do the trick, making some dirty ao. :D

debugtextureview { $basetexture _rt_camera $showalpha 1 }
Last edited by episoder; May 6, 2015 @ 6:38am
jURIS Dec 16, 2017 @ 7:44pm 
Is there a way I can exoirt a depth map in SFM Reborn for Dota 2? That option is disabled when I choose it
blo Jul 4, 2020 @ 11:55pm 
Originally posted by raptornx01:
https://developer.valvesoftware.com/wiki/VMF_to_SMD

sorry for necro but is there an easy way to get the smd into sfm? I glanced at this guide on how to convert it to .mdl but it looks like a really time consuming task https://steamcommunity.com/sharedfiles/filedetails/?id=245723825
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Date Posted: May 5, 2015 @ 9:23pm
Posts: 9