POV-Ray : Newsgroups : povray.off-topic : CryEngine 2 and ToD mods : Re: CryEngine 2 and ToD mods Server Time
29 Sep 2024 17:21:03 EDT (-0400)
  Re: CryEngine 2 and ToD mods  
From: scott
Date: 2 Mar 2009 05:10:57
Message: <49abb0b1@news.povray.org>
>> Depends on the application, shots like you posted take *a lot* of work to 
>> set up to be rendered on a GPU quickly, a lot of coding (shadows, 
>> shaders, water effects, LOD, etc).  This is of course ok for a game, but 
>> for rendering a still image it will be quicker to just load the model 
>> into MCPov and leave it for a day or two while you do something else :-)
>
> And also, I imagine, if you want to "accurately" simulate what, say, the 
> interior of a new building is going to look like.

Even for those animations of building fly throughs, you only run one 
"lightmap" pass where all the lighting is accurately calculated and stored 
in a file.  The animation renderer then just references the pre-calculated 
lighting while rendering each frame in a much faster way.  Much like in a 
game actually.

Unless you want an animation of how the building looks as the sun moves 
across the sky, then you are in for a very long wait if you want perfectly 
accurate results...


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.