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And my audio software will be updated ! [link]
"Speed is rather mediocre, (for example indigo renderer seems to be 2x - 3x faster) but most importantly, i cannot understand one thing. I saw a tutorial about Nox - 3ds Max workflow, and there was a hint "Global illumination usually renders too dim, so we have to correct it". I cannot understand how this is possible. If its supposed to be unbiased renderer (with some simplifications, as you stated) then there should not be such a thing as "too dim GI". There should only one GI intensity, the correct one."
Btw. For me, every renderer should have ability to render in 3 modes.
1.Realistic
2.Fast - mostly for animations
3.Beauty - in this mode is all about getting nice looking image without thinking that "this glass shouldn't cast that glowy rays of rainbow".
Fake lights, brighter shadows and glossy surfaces... everything have is own purpose and fake sometimes is even better than original.
For example in games... portal 2. Old game engine, prebaked shadow maps and glossy surfaces. But it looks so real and nice.
Look in to all Unreal engine based games, most of them are with extreme bloom fx and processes shader on camera, remove that and game will like like crap.
The best way is to give an ability to chose and slide between those 3 modes.
Forcing full ray casted shadows on something that is far a way is a waste of time.
Maybe theirs strategy is to create Beauty renderer, instead of photo realistic.
We already have Vray, Maxwell and Indigo... market is full.