POV-Ray : Newsgroups : povray.off-topic : I give up rendering, part 3 Server Time
31 Oct 2024 21:27:18 EDT (-0400)
  I give up rendering, part 3 (Message 1 to 8 of 8)  
From: jhu
Subject: I give up rendering, part 3
Date: 9 Aug 2015 01:40:01
Message: <web.55c6e795d98e4586fd949a960@news.povray.org>
Unreal Engine 4, interior demo

https://www.youtube.com/watch?v=gGLU5MZpHoQ


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From: Warp
Subject: Re: I give up rendering, part 3
Date: 9 Aug 2015 03:46:42
Message: <55c70562@news.povray.org>
jhu <nomail@nomail> wrote:
> [-- text/plain, encoding 8bit, charset: iso-8859-1, 7 lines --]

> Unreal Engine 4, interior demo

> https://www.youtube.com/watch?v=gGLU5MZpHoQ

Could've used some mouse smoothing.

Mouse smoothing may be terrible for playing, but lack of it is
terrible for demo videos.

-- 
                                                          - Warp


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From: clipka
Subject: Re: I give up rendering, part 3
Date: 9 Aug 2015 14:36:54
Message: <55c79dc6$1@news.povray.org>
Am 09.08.2015 um 07:39 schrieb jhu:
> Unreal Engine 4, interior demo
>
> https://www.youtube.com/watch?v=gGLU5MZpHoQ

The city is too blurry and the raindrops just crappy; I think you (well, 
I) can tell that the demo uses Ambient Occlusion rather than global 
illumination; also, the fabrics both on the bed and couch betray the 
CGI; and the crisp shadow of the open bedroom door is really out of place.


That said - damn...


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From: Samuel Benge
Subject: Re: I give up rendering, part 3
Date: 9 Aug 2015 15:00:01
Message: <web.55c7a2e36cea7b94b426f96a0@news.povray.org>
"jhu" <nomail@nomail> wrote:
> Unreal Engine 4, interior demo
>
> https://www.youtube.com/watch?v=gGLU5MZpHoQ

Some of those demos could really use changing lighting conditions or moving
geometry so we know that the GI isn't just baked.


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From: Orchid Win7 v1
Subject: Re: I give up rendering, part 3
Date: 10 Aug 2015 14:10:32
Message: <55c8e918$1@news.povray.org>
There's something... off about the reflections. Like, as the camera 
angle changes, the reflections seem to change in an odd way.

Also, shouldn't those flames cast far more light on their surroundings?

Also (and I can't believe I noticed this)... You have a huge plush 
apartment, and yet you built a bedroom door that's only just barely wide 
enough to fit through??! :-P


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From: Nekar Xenos
Subject: Re: I give up rendering, part 3
Date: 10 Aug 2015 15:07:02
Message: <op.x2511sb1ufxv4h@xena>
On Sun, 09 Aug 2015 20:36:52 +0200, clipka <ano### [at] anonymousorg> wrote:

> Am 09.08.2015 um 07:39 schrieb jhu:
>> Unreal Engine 4, interior demo
>>
>> https://www.youtube.com/watch?v=gGLU5MZpHoQ
>
> The city is too blurry and the raindrops just crappy;

Maybe the windows are supposed to have a slight frosted texture resulting  
in the blurry view?
;'>

-- 
-Nekar Xenos-


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From: clipka
Subject: Re: I give up rendering, part 3
Date: 10 Aug 2015 15:27:21
Message: <55c8fb19@news.povray.org>
Am 10.08.2015 um 21:06 schrieb Nekar Xenos:
> On Sun, 09 Aug 2015 20:36:52 +0200, clipka <ano### [at] anonymousorg> wrote:
>
>> Am 09.08.2015 um 07:39 schrieb jhu:
>>> Unreal Engine 4, interior demo
>>>
>>> https://www.youtube.com/watch?v=gGLU5MZpHoQ
>>
>> The city is too blurry and the raindrops just crappy;
>
> Maybe the windows are supposed to have a slight frosted texture
> resulting in the blurry view?
> ;'>

As we can clearly see the raindrops falling outside, and also the 
building structure beyond the window panes, I think that can be ruled out.

My theory is that the blur is supposed to be due to the rain. However, 
for that the blur is unrealistically strong and too simple; what we 
/should/ see is a crisp image, with a more or less dim overlay of a 
strongly blurred version of the image (with far-away objects increasing 
in strength of both the blur and the overlay), to account for the fact 
that many light rays don't hit any raindrops at all. Or, to put it in 
other terms, the image should be blurred with a kernel that isn't plain 
gaussian, but has an additional and quite strong central peak.


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From: clipka
Subject: Re: I give up rendering, part 3
Date: 10 Aug 2015 15:48:06
Message: <55c8fff6$1@news.povray.org>
Am 10.08.2015 um 20:10 schrieb Orchid Win7 v1:
> There's something... off about the reflections. Like, as the camera
> angle changes, the reflections seem to change in an odd way.

I don't see what you mean.

> Also, shouldn't those flames cast far more light on their surroundings?

No - we have a rainy day, but a comparatively bright one at that; but 
the candle flames should be far dimmer.

> Also (and I can't believe I noticed this)... You have a huge plush
> apartment, and yet you built a bedroom door that's only just barely wide
> enough to fit through??! :-P

I think that's a classic field-of-view illusion. Ever noticed how 
first-person 3D games tend to give you unrealistically large 
environments to play in? All to compensate for cramming a comparatively 
wide virtual field of view (typically 90 degrees) into what's actually a 
rather narrow physical field of view (maybe 30-45 degrees), which they 
do to give you a better awareness of your surroundings, but which also 
makes passages look much more narrow than they really are. So they 
compensate by exaggerating the passages' size in relation to the size of 
the player character.

In the demo video, they seem to have kept the right proportions, but the 
virtual field of view is still much larger than the physical one, so 
passages like doors /appear/ more narrow than they really are.


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