www.worley.com
Итак это случилось - рендер в реальном времени.
http://www.lightwave3d.ru/index.php?showtopic=3232
http://www.cgtalk.com/showthread.php?s=&threadid=125514&highlight=Fprime
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Quote from site: We use some of Christophe Desse's detailed objects to make a 500,000+ polygon scene. The starting raytraced light is movable in real time, but that isn't much challenge for FPrime to show. We overload the scene with 144 new raytraced point lights using LightWave's Luxigon tool. This produces a nice radiosity-like soft lighting effect. Every light can still be interactively and independently changed! We pick one light, change it to a full-featured area light, and move and size it. FPrime has no problem rendering the 145 shadow casting lights at once! The FPrime render view is particularly useful when tweaking area light shadows.
Quote from site: FPrime does not use graphics hardware to render, so it has no light type or count limit. Today's scene shows an overwhelming 500,000 object polygons. It adds a few fully raytraced shadow casting lights. 144 of them in fact...
Итак это случилось - рендер в реальном времени.
http://www.lightwave3d.ru/index.php?showtopic=3232
http://www.cgtalk.com/showthread.php?s=&threadid=125514&highlight=Fprime
___________________________________________________________________
Quote from site: We use some of Christophe Desse's detailed objects to make a 500,000+ polygon scene. The starting raytraced light is movable in real time, but that isn't much challenge for FPrime to show. We overload the scene with 144 new raytraced point lights using LightWave's Luxigon tool. This produces a nice radiosity-like soft lighting effect. Every light can still be interactively and independently changed! We pick one light, change it to a full-featured area light, and move and size it. FPrime has no problem rendering the 145 shadow casting lights at once! The FPrime render view is particularly useful when tweaking area light shadows.
Quote from site: FPrime does not use graphics hardware to render, so it has no light type or count limit. Today's scene shows an overwhelming 500,000 object polygons. It adds a few fully raytraced shadow casting lights. 144 of them in fact...