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clipka wrote:
>> clipka wrote:
>>> So to me, one (though not the only) guiding question for technical
>>> merit is, "does the scene look as /convincing/ as it is possible
>>> these days?"
>>>
>> I disagree. This assumes that the be all, end all of raytracing is
>> photorealism. It isn't. If I want a photo, I'll just take my camera
>> and shoot.
>
> And that's where I do disagree with you. Sure, the argument works for a
n
> AWSOME ROLEX; but try taking your camera for a walk and shooting
> something like this, for instance:
>
> http://www.tc-rtc.co.uk/imagenewdisplay/stills/index240.html
>
Is is actually possible with a little work to make a photo similar
to what you're showing here. Just take a couple of plastic figurines
and with a little bit of work you can get anything. (Hell, just look
at the special effects of films from before the CG era!)
> >
> http://www.irtc.org/irtc/irtc?_n&pg=ViewSubmission&id=Animations_Ju
ly-October2000_earlyfly.mpg
>
>
> I would actually consider this a totally wrong choice of tools (and thu
s
> a totally wrong concept for the competition).
>
> If I want stuff like that, I probably try for a 2D toon animation
> package, not a 3D render software. The clip doesn't really make much us
e
> of any 3D features.
>
Actually, it uses a lot of 3D features but in a very subtle way.
Doing small movements not parallel to the image plane is nearly
impossible in a 2D toon animation package (in practice if not in
theory) because they require completely redrawing *everything* at
each frame. Yet those kind of movements add a lot to the feel of the
animation.
>
> See the difference here?
>
> You can render a non-real thing and make it look like a comic, but in
> that case you could just as well pick a 2D software and have a go at it
> - or even get out the good old ink and colors. You can render that same
> thing to look like an oil painting, but in that case you could just as
> well pick some brushes and have a go at it. You can render it in a way
> that it looks like an ink sketch, but in that case you can indeed just
> draw it with inks.
>
> But make a non-real thing /look/ like a photograph, and you may /not/ b
e
> able to produce that shot any other way.
>
> Therefore, the "native" style for 3D rendering /must/ be photorealism -
> not only because that's what it was invented for in the first place, bu
t
> also because depicting non-real things in any other style can be
> achieved in other ways.
Then look at this image by the same author:
http://www.irtc.org/irtc/irtc?_n&pg=ViewSubmission&id=StillImages_Nov
ember-December1998_ac5Fvs5Feb.jpg
It doesn't look like a photograph and it doesn't try to. But how
would you do it without 3D rendering?
Jerome
--
mailto:jeb### [at] freefr
http://jeberger.free.fr
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>> And that's where I do disagree with you. Sure, the argument works for
>> an AWSOME ROLEX; but try taking your camera for a walk and shooting
>> something like this, for instance:
>>
>> http://www.tc-rtc.co.uk/imagenewdisplay/stills/index240.html
>>
> Is is actually possible with a little work to make a photo similar
> to what you're showing here. Just take a couple of plastic figurines and
> with a little bit of work you can get anything. (Hell, just look at the
> special effects of films from before the CG era!)
That may well be; still, it it will be a /hell/ lot of more effort,
especially if you intend to make it look realistic indeed. And you can
do a lot of faking in movies by giving the viewer no time to look at all
the details.
Here's another one that will give you difficulty to reproduce with your
digicam:
http://www.oyonale.com/image.php?code=319&mode=info§ion=2003&lang=en
> Then look at this image by the same author:
>
http://www.irtc.org/irtc/irtc?_n&pg=ViewSubmission&id=StillImages_November-December1998_ac5Fvs5Feb.jpg
>
>
> It doesn't look like a photograph and it doesn't try to. But how
> would you do it without 3D rendering?
That's something I'm much more willing to accept in a 3D rendering contest.
Still, it does not make me go "whoa! this is the high art of 3D
rendering" - except for the volumetric effects. (It actually happens to
be a style invented by CG animation studios to avoid the "uncanny valley".)
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