I'd forget software rendering if I were you. Just go realtime, I think it's easier and fatser if you use the right tools. For that gun specifically, this might help you: http://cg.tutsplus.com/tutorials/3d-art/create-beautiful-realtime-renders-using-the-xoliul-viewport-shader-in-3ds-max/ Keep in mind it depends on the…
"If Unreal doesn't get into streaming and realtime lighting anytime soon it will be dead" wait, what? ...Unreal have streaming and realtime lighting? :P And I have a hard time seeing the largest gameengine in the market "dying" anytime soon, the generation is coming to an end soon anyways. Seen from a production…
let me dream... sculpting a char with several million poly... bake some vectordisplacement maps into ptex... mixed with realtime tesselation to get 1 million poly in closeup... dream end... amd is working on hardware support for realtime ptex and megatexture stuff... http://www.anandtech.com/Gallery/Album/1601#1…
uhh I've really been meaning to get back into the whole community and work on my own stuff for a change. Here's one thing I've been up to: It's an approximation to realtime radiosity on the vertex fragment. Proof of concept in 3dsmax, it's cheap and quick to set up, limitation is it's only lum reflection, so basically it's…
Hello. I have the Archinteriors vol. 35 from Evermotion and I was wondering how is it possible to optimize these models so they can be used inside Unity for realtime rendering. I've seen that Unity released a demo using one of the scenes that comes with this volume of Archinteriors to show their new SSRR for Unity 5.3 Does…
You might remember my post about non realistic rendering techniques on the old forum. It is a pity that it got lost, but here is some other stuff I found and would like to share: http://www.scene.org/file.php?file=/part...ip&fileinfo This as an absolutly amazing realtime rendered demo, download now And this another guy…
More testing. This time with a pathtracer, to verify I'm adjusting things in the right ranges. glTF can be rendered in a pathtracer (non-realtime) or it can be rendered in a rasterizer (realtime). So, it helps to adjust values in the glTF so the rasterizer looks as close as possible to the pathtracer. Looking at this, I'm…
@stilobique : Great, i will do a few commits before weekend so it's a bit clearer, and since you know the topic already, it'd be very useful to have some impression (even just what i need to explain better about usage, or why you wouldn't use my workflow , i.e. my script assumes you do lowpoly 1st and start hipoly from a…
If you do an offline rendering with a highpoly the pass is all you need but for any game or realtime engines you need that AO map for the details, no realtime AO will get you the fine detail that you need in nearly all models. If you use a baked model in a offline renderer you will also need the AO map of course as it…