Forum: Vue


Subject: Free Marketing Advice To E-on To Increase Vue Sales...

Veritas777 opened this issue on Oct 26, 2004 ยท 32 posts


maxxxmodelz posted Thu, 28 October 2004 at 1:55 AM

Attached Link: http://www.mentalimages.com/2_1_1_technical/index.html

Wow. GWeb, are you for real? You actually want me to cut and paste the text from the site? Almost every aspect of it's rendering capabilities are listed on that site. I'm attaching the link again. Read it. Here's just a few things at random: full dataflow architecture that maintains a scene/data cache to store only the data that is currently needed, creating data on demand wherever possible. This allows mental ray to render scenes with great complexity with limited memory. incremental scene echo allows streaming of scene data in .mi format such that only differences between successive frames are sent. multipass rendering allows collecting sample data from multiple render passes, including user-defined data. Pass data can be merged into the final image with a custom merging function. full Quasi Monte Carlo low-discrepancy sampling avoids "random noise'' and ensures faster convergence to the correct solution. Algorithms are completely deterministic (no animation flickering due to randomness; re-rendering a frame produces exactly the same result). memory-mapped textures and memory-mapped pyramid textures (only the pieces of the texture that are actually required are loaded/unloaded on demand from disk to memory) volume shaders implement nongeometric volume effects such as fire or smoke, in both scanline and full raytracing modes global illumination and caustics in volumes (volume scattering) volumes cast shadows (for example, smoke that casts an accurate shadow) optional coherent 4D motion sampling extension for very fast, accurate, and smooth motion blur object motion blur vertex motion blur motion blur is visible in reflections and refractions motion-blurred light sources that generate blurred highlights caustics and global illumination cast by moving objects or moving lights are correctly motion-blurred collects motion and depth information for alternative postprocessing motion blur and/or depth of field global illumination permits physically correct light simulation, which combines forward and backward ray tracing to simulate all possible light paths and light interaction from light sources to the camera, including indirect lighting, light focusing, translucency, glossy reflectors, and radiosity, without the need to manually prepare and combine each effect separately algorithms for global illumination and caustic simulation is independent of geometric scene complexity volume caustics: focused light made visible as a beam in fog or other diffuse media in volumes multiple volume scattering: light interreflecting diffusely in fog or other media, such as the backscattering glare of headlights in fog, or light transport in clouds, or halos around bright light sources in fog user-defined: eight frame buffers with selectable types: RGB, RGBA (8/16/32 bits per component), *RGBE, alpha, intensity, depth (scalar), integer, vector, bit, compressed basis vectors all frame buffers are stored in multipass rendering files for laster user-defined merging on-demand loading of object files and on-demand procedural object creation using geometry shaders: geometry is not created until it is needed, the geometry cache maintains only objects currently or recently in use to reduce rendering times and concurrent memory requirements C language API for the entire scene description language, accessible to geometry shaders at runtime for procedural scene elements. The yacc grammar source code for the scene language is published. reflect/visible/shadow/caustic/global illumination objects: for example, there may be different versions of an object for beauty passes, reflection passes, and shadow passes; even within a single rendering operation Those are just a few of the features listed on that page.

Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.