A piece of concept art I did over the weekend. It's a paint over piece, the source for which can be seen below. The source was rendered in Mental Ray with the indirect lighting generated by my app.
Monday, 24 May 2010
Thursday, 20 May 2010
More realtime tests
The street scene running in the realtime renderer. The diffuse and specular textures have all been thrown on really quickly.
... and some more random dynamic lights ...
Labels:
light pre pass,
lightmap
Wednesday, 19 May 2010
Realtime tests
Thought I'd blow the dust off an old render engine I was working on to test the lightmaps I've been generating. The scene's pretty basic but the lightmap (1024^2) is working well I think. I'll post some more complex scenes soon.
The old engine was a light pre pass type renderer so here's the scene rendered with 64 dynamic point lights. I also baked an ambient occlusion map to help modulate the lighting.
Labels:
ambient occlusion,
light pre pass,
lightmap
Monday, 17 May 2010
Thursday, 13 May 2010
Mental Ray comparison
I've been meaning to compare lightmap render times with mental ray for quite a while so here are the results for a 1024^2 lightmap. An example of the test scene can be seen in this post. Direct and indirect light were calculated but I've only shown indirect light below.
Max 2010 / Mental Ray: 28 minutes
Settings:
Final Gather set to 'High' preset with 1 diffuse bounce.
Lanczos filtering with 1 / 16 samples.
Logarithmic exposure control
Lit with mental ray sun / sky system
My app: 1 minute 30 seconds
Settings:
3 bounces (total of roughly 9000 rays per sample point)
Lit with 1 directional light and HDR environment probe.
System specs.
Vista 64bit
4gb ram
Intel Core 2 Duo E6850 @ 3.0ghz
Geforce 8800 gtx w/768mb ram
Labels:
lightmap,
mental ray
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