Chaos Corona Forum
General Category => General CG Discussion => Topic started by: cecofuli on 2013-08-27, 00:21:50
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Interesting video... I'm shocked about the speed!
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Just wait for Corona interactive :D
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Corona Interactive will beeeeee coooooooooll :)
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Ehehe... Keymaster. I'm here for press you XD
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At about 2:20 he started moving the sunlight and there was no visible reaction in GI. There has to be a lot of fakes here. And you probably need a high end gpu for this to work. I don't find it impressive.
And about reflection/refraction effects - you can achieve this in nitrous:
http://www.frogsinspace.at/?p=759
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At about 2:20 he started moving the sunlight and there was no visible reaction in GI. There has to be a lot of fakes here. And you probably need a high end gpu for this to work. I don't find it impressive.
And about reflection/refraction effects - you can achieve this in nitrous:
http://www.frogsinspace.at/?p=759
Nitrous is fine, but I still somehow prefer DX11 viewport and shaders in maya...
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At about 2:20 he started moving the sunlight and there was no visible reaction in GI. There has to be a lot of fakes here. And you probably need a high end gpu for this to work. I don't find it impressive.
And about reflection/refraction effects - you can achieve this in nitrous:
http://www.frogsinspace.at/?p=759
I think actually most of the video is with no GI - you can see 100% dark shadows. What interests me more is the "same assets as final shot on GPU".
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I think actually most of the video is with no GI - you can see 100% dark shadows. What interests me more is the "same assets as final shot on GPU".
I believe OpenSubDiv 2.0 is supposed to include direct ray tracing of catmull clark patches. Is it possible that that's what they're doing? Could they have collaborated with NVidia to add something like that to Optix? Hmm, hmm.
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Production assets, why not? This all gpu stuff is great as an previewing technology for animators, modeling, texturing and lighting artists.. Opensubdivs helps with realtime geometry subdivisions and DX11 with realtime displacements using gpus... But imagining pixar or others using gpus for production rendering with thousands and more of objects and textures and whatnot......
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He does mention "production" assets but I think it's still only inside limited scenery. Even the newest gen Quadro featuring pretty nice 12GB isn't enough for most Pixar scenes, which can easily quadruple that size for complex environments.
But, whatever the case with this latest nVidia marketing bullshit, it's nice to see tech progressing.