i saw these amazing realtime videos.
And i was just wondering how long would take something like this in vray rendertime, too complete such an rendered animation in vray?
i dont know the specifics,hardware/workflow but if an realtime renderer can do it as well as ofline renderer, saves a lot of time of rendering just static frames.
which sometimes are grainy or have faults in them, so you have too rerender, the gi calculation,calculate the precalculations, calculate the antialiasing , render the whole project again.
example if a client doesnt like something or want last minutes changes, it does makes sense now too do it rather in realtime versus offline rendering.
if i was making such animations in vray, i would have too send it to a renderfarm. only too see there where issues in some frames and resubmit the job.
offcourse vray is great, but too get good or decent results, it will take a while too go back an forth rendering/fixing static images.
so i still think, render too texture in 3dsmax could be better. which ultimately speed up the process.
off skipping the gi calculations, for static animations
or maybe even a faster algoritme for AA
and glossy/reflections?
https://www.youtube.com/watch?v=jaA2ZYhs-7I
https://www.youtube.com/watch?v=S2eXK025uC4
here is my example of texture baking in 3dsmax, i think my computer was busy rendering in 3dsmax too texture with vray for 24 hours
with irradiance mapping at medium 60/60 and light tracer at 1000, qmc off
and it still has errors
and because you cant use ambient occlusion in the render too texture
https://sketchfab.com/models/689eacd...b5dabeba612174
And i was just wondering how long would take something like this in vray rendertime, too complete such an rendered animation in vray?
i dont know the specifics,hardware/workflow but if an realtime renderer can do it as well as ofline renderer, saves a lot of time of rendering just static frames.
which sometimes are grainy or have faults in them, so you have too rerender, the gi calculation,calculate the precalculations, calculate the antialiasing , render the whole project again.
example if a client doesnt like something or want last minutes changes, it does makes sense now too do it rather in realtime versus offline rendering.
if i was making such animations in vray, i would have too send it to a renderfarm. only too see there where issues in some frames and resubmit the job.
offcourse vray is great, but too get good or decent results, it will take a while too go back an forth rendering/fixing static images.
so i still think, render too texture in 3dsmax could be better. which ultimately speed up the process.
off skipping the gi calculations, for static animations
or maybe even a faster algoritme for AA
and glossy/reflections?
https://www.youtube.com/watch?v=jaA2ZYhs-7I
https://www.youtube.com/watch?v=S2eXK025uC4
here is my example of texture baking in 3dsmax, i think my computer was busy rendering in 3dsmax too texture with vray for 24 hours
with irradiance mapping at medium 60/60 and light tracer at 1000, qmc off
and it still has errors
and because you cant use ambient occlusion in the render too texture
https://sketchfab.com/models/689eacd...b5dabeba612174
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