bloodbob said:Its clear that its not all rendered as such the background is clearly imaged based. But with full GI indoor scenes can look that good. ( Trying to render a forest is alot harder ).
pat777 said:bloodbob said:Its clear that its not all rendered as such the background is clearly imaged based. But with full GI indoor scenes can look that good. ( Trying to render a forest is alot harder ).
Full GI can make a forest look good as long as you use MANY MANY polygons.
I see your point. I still think a forest would require much more polygons than in door areas.bloodbob said:pat777 said:bloodbob said:Its clear that its not all rendered as such the background is clearly imaged based. But with full GI indoor scenes can look that good. ( Trying to render a forest is alot harder ).
Full GI can make a forest look good as long as you use MANY MANY polygons.
Oh the many many polies isn't a problem its making all the trees look natural yet different thats the problem.
pat777 said:I see your point. I still think a forest would require much more polygons than in door areas.
MoodyB said:Apart from the other points posted, the marble floor's a tiled texture.
Nite_Hawk said:pat777 said:I see your point. I still think a forest would require much more polygons than in door areas.
you can get away with some tricks that help reduce the poly count, but you are pretty much correct. The only indoor scene I ever created that this might not have been true for was a model of the cathedral of Notre Dame in Chartres France. It has *alot* of polys, though you can't really tell as I never could render it with a high resolution and there was a lot of artifacting from the lighting.
This ended up being the most photo-realistic output I was able to get:
Nite_Hawk