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General CG Discussion / Re: Have you seen Unreal Engine 5.5?
« on: 2024-10-04, 17:24:43 »
I still use Max/Corona mainly because of workflow features (Slicer mat, all the Include/Exclude tricks, Overrides, etc..), things that help Design&Architecture projects that have revisions being big part of the process.
And also because I need 100perc. precision, not even 99perc. would suffice. So the extra-level of detail/sampling/etc... that pure dedicated path-tracer engine outputs is still beneficial.
In faster, more purely result oriented work, I am not sure I wouldn't be using Unreal already. For something like Real-estate marketing, I think the switch would absolutely make sense. Faster visual development, super fast rendering, easy VR/Animation/etc.. outputs, etc..
Can really agree with it. The more you are on the design side of the industry, the more is classic off-line renderer still valuable. The more is your work veering into pure marketing imagery, the more attractive Unreal and other real-time solutions look.
And then there are all the hybrids, like D5 renderer, etc.. I don't have time to test them, but they can be possible bridging solution.
And also because I need 100perc. precision, not even 99perc. would suffice. So the extra-level of detail/sampling/etc... that pure dedicated path-tracer engine outputs is still beneficial.
In faster, more purely result oriented work, I am not sure I wouldn't be using Unreal already. For something like Real-estate marketing, I think the switch would absolutely make sense. Faster visual development, super fast rendering, easy VR/Animation/etc.. outputs, etc..
Technical limit is meant in regard to computation (lower floating point precision) making sim. (algorithms) either more prone to errors or simpler, introducing more bias, less quality - physical incorrectness. Simple fact. Even regulatory standard for industrial simulations demands double precision.
It's good for games, imagery and illustrations, but lacks for predictive rendering, visual prototyping, engineering, ...
Can really agree with it. The more you are on the design side of the industry, the more is classic off-line renderer still valuable. The more is your work veering into pure marketing imagery, the more attractive Unreal and other real-time solutions look.
And then there are all the hybrids, like D5 renderer, etc.. I don't have time to test them, but they can be possible bridging solution.