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#11 (permalink) |
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Game Art Student
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uhh sorry i've never used maya before so i cant answer that
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#13 (permalink) |
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Freelancer
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It is kind of realtime in a sense, but still not.. it won't stay if you move your camera as it's a post-effect applied to the realtime render.. It takes the realtime image and creates clones of it rotating around the focal point, causing the depth of field blur. It's just a preview of the rendered version though.
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#14 (permalink) |
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Game Art Student
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you won't allow these DOF views for the submission right?
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Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE Last edited by sampson; 21-08-2009 at 09:08 PM. |
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#15 (permalink) |
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Freelancer
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Well, I think not, it'd be the same thing as editing the image in PS kinda. I'm still working on the rules for the next competition.. one think one has it all figured out, but there's always a bunch of things one forget!
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#17 (permalink) |
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New Member
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well i was wondering if all submissions should rendered in a real game engine, if you use the correct shaders and lighting in the right way, you can produce an image that is almost as good as a pre-renderd image using maya or max.
for example,you can create soft shadows by using an array of lights that are slightly offset from each other and the result will be much better then any game engine can make, while the frame rate will be very low it can still considered realtime. the rules say "You're free to use all the technology available to you, as long as it's realtime", so in theory you could set up the software renderer to constantly update (like interactive preview in maya), this is technically "realtime", so where do you draw the line? |
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#18 (permalink) | |
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Game Art Student
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Quote:
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