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AO bakery for Assetto Corsa, powered by NVIDIA OptiX

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AO bakery for Assetto Corsa

This is a CUDA-accelerated ambient occlusion bakery for racing simulator Assetto Corsa with Custom Shaders Patch, supporting tracks and cars. Made possible with NVIDIA OptiX, forked from this project.

Model by Kunos

Features

  • Tracks:

    • Both KN5 and INI files are supported as inputs;
    • Special trees baking (without self-occlusion, with normals facing up);
    • Special grass baking (without any shadows from grass, with normals facing up);
    • Optional trees transparency factor;
    • Skips dynamic objects to shadow them dynamically later on;
    • Baking of extra samples along the track for occlusion for dynamic objects;
    • Rebaking of overly darken areas with increased number of rays per triangle.
  • Cars:

    • Full LODs support, as well as COCKPIT_HR/COCKPIT_LR;
    • Special processing for seatbelts;
    • Special processing for rotating objects to keep shadows uniform;
    • AO splitting for doors, steering wheel and other animations, allowing to transition between AO values realtime (demo);
    • Baking shadows for driver;
    • Baking shadows from driver in an alternative AO set;
    • Raising ambient brightness to compensate for new AO;
    • Extra pass for adding a bit of light “bounced” from the ground;
  • Takes into account light bounces to keep AO brighter;

  • Alter brightness, opacity and gamma for resulting AO;

  • Adjust AO per-object if necessary;

  • Adjust sampling offsets per-object to get rid of arifacts in complicated cases.

Tips

  • Various options could be changed in baked_shadow_params.ini;
  • NVIDIA GPU is required;
  • Works much faster on RTX GPUs, but can also use older NVIDIA GPUs with CUDA, although works a lot slower with those (disable light bounces to improve the speed).

Credits