Take a look at gravity, its completely rendered with arnold (unbiased renderer). So you see that unbiased renderers are suitable for heavy scenes too :) We use arnold too for the rendering of tv spots. Its really fast and easy to set up and you don´t have artifacts which happen when you use final gathering or lightmaps…
apologies one and all to the great and venerable aussie pcounters! i hit the upload limit on my flicker account before I got to the Melbourne pics. since i can't install software on the machine i'm using (like flickr's handy resizer/uploader app), you'll just have to wait. though maybe when i'm in singapore i'll use…
Ouch, baked lighting's not going to die until someone figures out how to do ambient occlusion in real time at a reasonable fps cost on the environment. Or do you guys like the lack of shadow in shadow. Everyone jumped forward to flickering real time depth maps and seems to not care about visual quality, real time doesn't…
Thanks for the feedback. I added more to the texture and rendered out the tank in what I thought it would be in the DS. I started to work in 128 x128 to see how much detail I would lose. I started to notice places where my uv map doesn't work well so I started to tweek it. Thanks for all the feedback. I'll post some more…
Context: I'm building for Web GL via LWRP and can only use a single real time light without lots of flickering issues. Goal: After my bake pass I am trying to add a bit of a highlight that will pick up things like the metallic/roughness reflections and bounce extra light into dark places that need to be seen and accessed.…
Hey guys, uni term has started again and its back to solid work. We've got to have 4 showreel type stuff pieces by xmas so I've been working on a couple of things. Lots of pics coming up. This is the first piece, some of you guys might recognise it from during the summer. It's a simple corridor scene (emphasis on simple),…
I made a sci-fi space station for my senior project in Unity 5 (original thread here), but there were lots of bad assets and things that needed polish. Wanting to continue it, I moved this over to UE4, and started reworking as much as I could. I'm pretty happy for what I've done in here vs. Unity. Current things I'm…
-3ds 2012 (Not using Nitrous) -Direct3D 9.0 -Win 7 So when I have edges selected in the viewport and try to navigate the viewport the edges flicker red and white. Making it very hard to view what edges I have selected. Anyone experience this or know how to fix this? I have tried googling this and searching the forum. But…
I was wondering if anyone else had come across this problem in Max 8. At the moment it doesn't seem to be happening to all characters, but to a fair few of them. They were all built and rigged and animated in Max 7. If I have saved a character with Figure Mode switched on, when I (or others) load it, it is still in figure…
Couple of examples from Dead Space. The second one's clearly just a full model swap, but the first one still uses morphs, particles, and flickering lights to hide any jarring transitions. [ame=" https://www.youtube.com/watch?v=4K2r4jpylqE"]Dead Space 2 - Necromorph transformation (slow-mo) - YouTube[/ame]…