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Ambient Occlusion halo around meshes

I know this is an old problem that comes from the fact that SSAO is a screenspace effect, meaning that when a mesh is hidding some parts of an object behind him, it “breaks” the AO generated by this object but is there any “tricks” to reduce the problem?
It’s really visible in scenes where you need stronger AO to give some depth in indirect lighting area and full dynamic lighting (if you don’t want everything to look flat on overcast weather) and you get those “unshadowed” halos around meshes (ever more noticeable around moving objects like players)