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skrat
Joined: 20 Jun 2009 Posts: 22
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Posted: Tue Jul 28, 2009 1:40 pm Post subject: Generated interiors |
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Some automated lowpoly stuff..
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koolean88
Joined: 30 Apr 2009 Posts: 15 Location: Iowa
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Posted: Fri Jul 31, 2009 4:53 pm Post subject: |
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| Nice;-) Are you going to render it with better quality? |
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skrat
Joined: 20 Jun 2009 Posts: 22
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Posted: Tue Aug 04, 2009 6:47 am Post subject: |
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| I will, once I finish a shader with alpha mapping, I need it for plants, almost there, but shadows somehow won't work |
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skrat
Joined: 20 Jun 2009 Posts: 22
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Posted: Sat Aug 29, 2009 2:18 pm Post subject: A little advance |
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with some hand touch (mesh lights were added by hand). Low poly world
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fpsunflower Site Admin

Joined: 24 Feb 2007 Posts: 658 Location: Los Angeles, CA
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Posted: Sun Aug 30, 2009 5:17 pm Post subject: |
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| Interesting renders - you are generating these scenes automatically? |
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skrat
Joined: 20 Jun 2009 Posts: 22
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Posted: Mon Aug 31, 2009 8:51 am Post subject: |
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well, not completely, they are converted to COLLADA from really simple floorplan definition format, we have lots of low poly assets here.
the goal is to have walls defined by user, and object placed with some smart algorithm..
Chris, question: Regarding those lights, If I switch from using constant shader with big values for diffuse color, to a proper meshlight, do I get less noise in the picture? |
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fpsunflower Site Admin

Joined: 24 Feb 2007 Posts: 658 Location: Los Angeles, CA
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Posted: Tue Sep 01, 2009 3:21 am Post subject: |
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| Yes, in this case the lights are small enough and fairly low-poly so it should be faster to have actual mesh lights. Just keep in mind that the number of samples for the shadow rays is measured per triangle, not per mesh light. |
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