After a recent discussion in a thread on faking Ambient occlusions. I wanted to know if anyone of you graphic programmers out there think this could be a plausible method of faking AO:
I was thinking of a method like “Sphere Masks” inside the material but instead of having only one sphere mask as an influencer in the material we could potentially have multiple ones (maybe the collision objects?" act as sphere masks on a character and we could use that to drive a simple multiplier on other materials we wish the “AO” to take affect on and this sort of makes it appear like there’s some form of contact shadowing going on.
While I don’t expect something like this to work universally on every object but at the very least the hero objects in the game could have a setup like this one that would work pretty well regardless of any dirty post process effects.
After all if it visually seems to be working well with one spherical mask right now why wont it with multiple capsule shapes on the whole body? What do you think?