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Generated interiors

 
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skrat



Joined: 20 Jun 2009
Posts: 22

PostPosted: Tue Jul 28, 2009 1:40 pm    Post subject: Generated interiors Reply with quote

Some automated lowpoly stuff..



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koolean88



Joined: 30 Apr 2009
Posts: 15
Location: Iowa

PostPosted: Fri Jul 31, 2009 4:53 pm    Post subject: Reply with quote

Nice;-) Are you going to render it with better quality?
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skrat



Joined: 20 Jun 2009
Posts: 22

PostPosted: Tue Aug 04, 2009 6:47 am    Post subject: Reply with quote

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

PostPosted: Sat Aug 29, 2009 2:18 pm    Post subject: A little advance Reply with quote

with some hand touch (mesh lights were added by hand). Low poly world Cool

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fpsunflower
Site Admin


Joined: 24 Feb 2007
Posts: 658
Location: Los Angeles, CA

PostPosted: Sun Aug 30, 2009 5:17 pm    Post subject: Reply with quote

Interesting renders - you are generating these scenes automatically?
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skrat



Joined: 20 Jun 2009
Posts: 22

PostPosted: Mon Aug 31, 2009 8:51 am    Post subject: Reply with quote

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
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Joined: 24 Feb 2007
Posts: 658
Location: Los Angeles, CA

PostPosted: Tue Sep 01, 2009 3:21 am    Post subject: Reply with quote

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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