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.
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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.
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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;
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Takes into account light bounces to keep AO brighter;
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Alter brightness, opacity and gamma for resulting AO;
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Adjust AO per-object if necessary;
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Adjust sampling offsets per-object to get rid of arifacts in complicated cases.
- 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).
- Project based on Optix Prime baking;
- Powered by NVIDIA Optix.