Monday, January 25, 2010

3delight Passes

Point Based Lighting very much interest me right now. As a Vray user I love it's fast raytracing which is really nice for setup and let the processors chew on it kind of stuff like we do at work. Raytracing car reflections is the best and fastest way to get jobs done. But when it comes to doing pretty much anything else, I'm all about the quick and good. Renderman seems to provide that. The only trick is you have to understand how to make it quick.

So I've got to the point where I understand that I need to make a pass that bakes out a point cloud for me to. This should be a pre-pass like a shadow map but it doesnt need to happen all the time but should be automatic enough so when I change a scene I can easily update it.

Now comes the tricky part. Using the point cloud to shade. I've seen examples as a surface shader and as a volume shader. But from how I think it should work, it should be a light shader to cast the fake GI back into the scene. Then it can be a AOV of it's own and separate from the shader calls for surfaces. But I'm not sure if that's how the volume shader works.

But my big curiosity is how you can shade the points in the point cloud with the surfaces on the object for color bleeding. Since I'm so new to this I think I see the code to do it but dont really understand it.

I think by the end of this weekend I need to make my own surface shader ( preferably with Fresnel fall of in reflection and spec with a gloss setting) and be able to make a point file and use it to make an occlusion pass.I'll have to learn about what 3delight calls sets to be able to make all that work.

Saturday, January 23, 2010

3delight begins

I'm finally taking the plunge and learing how to render in 3delight. I'm choosing 3delight over Prman primarly because it's cheaper ( and the first license is free). I also like the intergration better.

Pixar's artist tools are a bit too artist friendly for me. Every time I have messed around with them I seem to get more confused about what's going on. They tend to hide things and make things work without me understanding how they work. In my book thats a big no no. Becasue if something doesnt work I need to make it work.

They also have a shave and a hair cut workflow that I'm interested in. Hair, fur and grass are all things I would like to be able to render better and unfourtantly raytracers are not able to do those effects quickly.

It also allows me to use python in maya. Python is everywhere except for my main 3d package at work (3d max) so I'm going to be able to test the waters with out having to install and cobble together the blur python package for max, that I could never get to work at home. But that was just my experience.

Thursday, October 22, 2009

Render Speed Comparison (2.49b VS 2.5) | BlenderNation

So does this mean Blender is twice as fast as it used to be? Color me interested.

Posted via web from mrloafbot's posterous