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How to get a visible GI mesh (triangles of Delone triang..)?

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  • How to get a visible GI mesh (triangles of Delone triang..)?

    Hi,

    last I have seen this picture here. I like this psychedelic look and ask me, how can I reproduce it?

    -Micha



    www.simulacrum.de ... visualization for designer and architects

  • #2
    Well, you can't I rendered these with a modified version of V-Ray specifically to show the Delone mesh. I can probably add an option for this too though.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Oh yes, please. I suppose so, we will see nice party flyer with this effect in the future.
      www.simulacrum.de ... visualization for designer and architects

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      • #4
        One thing that would be a Killer option is to convert your mesh to that. Something tells me that the Vray version is much more efficient than the standard max. Otherwise, you guys would probably use the Max mesh instead.

        Maybe a "convert to vray editable poly" option?

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        • #5
          It actually looks very similar to what happens when using the lightscape radiosity engine in max with "adaptive refinement" on.
          Of course, this pretty much ignoring the original triangulation is a lot more efficient.
          Only it's not complete, as what isn't visible isn't calculated (in most cases), and it's screen-based.
          Who knows what Vlado can pull...

          Lele

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          • #6
            That does sound like a good idea to me as well but for another reason. the mesh triangulation is based on the lighting in the scene meaning it's only of any use if you don't change the lighting and it probably wouldn't make the render any faster. What it could do however is enable viewport preview of the GI in the same way the standard Max radiosity does. by creating a modified version of the objects (or using a modifier perhaps) and using vertex shading (or some similar technique) to modify the colors based on the triangulation. But all this would take ages to put together I imagine...

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            • #7
              Originally posted by studioDIM
              It actually looks very similar to what happens when using the lightscape radiosity engine in max with "adaptive refinement" on.
              Yep... All those triangles remember me the hours I have spent waitting for Lightscape to compute its radiosity solution

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