That was an awesome video . That would be completly awesome for getting nice renders for your portfolio ...much better then anything else that I have seen that is out there real-time . I wonder if the real-time lighting system for Unreal 3.0 will be something like this ?? From what I seen in that video something like that would be a huge advantage for level builders at the very least.
That was pretty interesting!
I noticed they never rotated or manipulated the rendered view angle during the course of the presentation.
After seeing the breakdown of how the system works, I guess it is applying some approximations & effects to a 2d image and its component channels. It uses some kind of normal map & depth rendering to inform its lighting rather than true 3d model.
Sounds like an intelligent & novel approach to a challenging technical hurdle.
Good point, it makes me think of zbrush rendering actually.
I won't pretend I know anything about programming or am a pro at zbrush but it seems to drop the model to a 2d image then perform the calculations (could explain rendering a few million polys in a few seconds).
I think controlling the reflections and having it automatically create the lightsource was one of my favourite bits in the video.
It's meant for lighting. so once the camera shots are setup this passes are done and thrown out so the lighter can get a better idea of what each light would be contributing to the scene instead of re-rendering out the shot each time for small changes to the light.
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I noticed they never rotated or manipulated the rendered view angle during the course of the presentation.
After seeing the breakdown of how the system works, I guess it is applying some approximations & effects to a 2d image and its component channels. It uses some kind of normal map & depth rendering to inform its lighting rather than true 3d model.
Sounds like an intelligent & novel approach to a challenging technical hurdle.
I won't pretend I know anything about programming or am a pro at zbrush but it seems to drop the model to a 2d image then perform the calculations (could explain rendering a few million polys in a few seconds).
I think controlling the reflections and having it automatically create the lightsource was one of my favourite bits in the video.