Congrats, Vesa and co!
Those are some of the smoothest GI animations I have seen, and it sounds
like you only pay for the time once!
Count me in for this round.
If FBX can bring in simple texture maps that would sure sweeten the pot.
Chris M
On 10/10/2011 8:17 AM, "Frank BrĂ¼bach" wrote:
look at www.realsoft.com / news
Realsoft 3D version 8 will include an advanced photon mapping toolkit.
Thanks to some ground breaking innovations in noise reduction, photon
map can be rendered directly without so called Final Gathering stage.
This means that the static photon map can be computed once and reused
many times in successive animation frames very quickly.
The first example, a walktrough in the well known sponza atrium scene
<http://www.nic.fi/%7Evesamesk/sponza.wmv> was rendered this way. Once
the time consuming photon map computation was done, rendering took
only 20 seconds per frame in a modest dual core computer.
A static photon map can also be combined with a dynamically computed
GI solution. The second example
<http://www.nic.fi/%7Evesamesk/PhotonsAndGI.wmv> demonstrates this.
The moving item uses the standard GI shader of Realsoft 3D v7, whereas
the rest of the scene is illuminated with a static photon map. Here
the GI shader uses low, quickly computed recursion depth, because the
photon mapped illumination distributes the light sufficiently."