More details by Marcos Fajardo: http://www.cgchannel.com/2011/05/fmx-2011-tuesdays-highlights/:
Having showed a 400-million-polygon asset from G-Force as proof that even the heaviest scenes can be raytraced in production, Fajardo singled out volumetrics as a particular area of benefit.“[With a traditional hybrid Reyes renderer] you’re losing the interaction of the raytrace effects with the volumes so even simple things like shadows become a problem,” he said. “[With Arnold] it just works. There’s no ‘gotcha’.”
The move to fully ray traced rendering in the movie industry (f.e. Sony Pictures Imageworks and Blue Sky) has started and it's happening really fast. Now it's up to the game industry to do the same.
1 comment:
realy interesting articles ... thanks for great link
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