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Thread: CINEMA 4D êáé ôá óõíáöç - ôï quest åíïò NOOBA

  1. #41
    Stealth Moderator Valkyre's Avatar
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    Eí ôåëåé êáôáöåñá íá öôéáîù åíá ðñï÷åéñï ÷ùñéò íá å÷ù ôï ðñïâëçìá ìå ôï texture... áëëá èá çèåëá íá ìáèù åáí êáðïéïò ìðïñåé íá ìïõ ðåé ãéáôé åãéíå áõôï...

    Åíéãïõåç... áñãá áñãá âçìáôá:

    Turtle_Augenpulverlandscape by Valkyre1, on Flickr

    Turtle_Augenpulverlandscape 2 by Valkyre1, on Flickr
    Ôï ðáëåõù ïóï ìðïñù...!

    Ây the way ç áíáëõóç åéíáé 1680×1050 áëëá ôï flickr êáíåé ôá äéêá ôïõ êé åãù äåí ôçí ðáëåõù ôùñá íá ôï øáîù ðåñéóóïôåñï...

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    Untitled by Valkyre1, on Flickr

  2. #42
    Administrator Slay's Avatar
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    Ðùò íá öôéáîåéò êáôé ìå áíôáíáêëáóåéò êáé íá åéíáé ðïëõ ïìïñöï, âáóéêá öôéá÷íåéò åíá ðïëõ áðëï material å÷åéò áíïé÷ôá ôá color,reflection,specular áí êáé ôï ôåëåõôáéï äåí åéíáé ôïóï áðáñáéôçôï ïôáí å÷åéò áíôáíáêëáóåéò, êáé óôï reflection âáæåéò óáí texture -> fresnel ìåôá ìåéùíåéò ëéãï ôï mix mode êáé ôï brightness.
    Óôçí óõíå÷åéá öôéá÷íåéò åíá sky object êáé øá÷íåéò óôçí âéâëéïèçêç ãéá åôïéìá õëéêá ðïõ åéíáé óôçí êáôçãïñéá HDRI äéáëåãåéò åíá ðïõ óïõ áñåóåé êáé ôï ñé÷íåéò ðáíù óôï sky object, óôï óçìåéï áõôï èá å÷åéò ôéò áíôáíáêëáóåéò áëëá èá ôï å÷åéò êáé óáí BG, åíù ï öùôéóìïò èá åéíáé ï default.
    Ðñùôá ðáò óôï sky object êáé êáíåéò äåîé êëéê cinema4d tags->compositing êáé áðï áõôï îåôóåêáñåéò ôï seen by camera. Óôçí óõíå÷åéá ðáò óôá render settings êáé åðéëåãåéò áðï ôá effect-> Global illumination , ðëåïí å÷åéò êáé öùôéóìï êáé áíôáíáêëáóåéò áðï ôï HDRI.
    Ðáñáäåéãìá...

  3. #43
    Forum GOD Lefteris_X's Avatar
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    ôóÝêáñá ôï Cheetah 3D, áñêåôÜ êáëü, åýêïëï êáé ãñÞãïñï. ¸ôóé ãéá ôïí ÷áâáëÝ.

    ¸÷åé áñêåôÜ ëéôü inteface, åßíáé óôï óôõë ôïõ Mac OS êáé åßíáé åëáöñý (óå ðþñïõò).

    Ýíá ãñÞãïñï render 1.680x910, ðÞñå ðåñßðïõ 4,5 ëåðôÜ.


  4. #44
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    Quote Originally Posted by Slay View Post
    Ðùò íá öôéáîåéò êáôé ìå áíôáíáêëáóåéò êáé íá åéíáé ðïëõ ïìïñöï, âáóéêá öôéá÷íåéò åíá ðïëõ áðëï material å÷åéò áíïé÷ôá ôá color,reflection,specular áí êáé ôï ôåëåõôáéï äåí åéíáé ôïóï áðáñáéôçôï ïôáí å÷åéò áíôáíáêëáóåéò, êáé óôï reflection âáæåéò óáí texture -> fresnel ìåôá ìåéùíåéò ëéãï ôï mix mode êáé ôï brightness.
    Óôçí óõíå÷åéá öôéá÷íåéò åíá sky object êáé øá÷íåéò óôçí âéâëéïèçêç ãéá åôïéìá õëéêá ðïõ åéíáé óôçí êáôçãïñéá HDRI äéáëåãåéò åíá ðïõ óïõ áñåóåé êáé ôï ñé÷íåéò ðáíù óôï sky object, óôï óçìåéï áõôï èá å÷åéò ôéò áíôáíáêëáóåéò áëëá èá ôï å÷åéò êáé óáí BG, åíù ï öùôéóìïò èá åéíáé ï default.
    Ðñùôá ðáò óôï sky object êáé êáíåéò äåîé êëéê cinema4d tags->compositing êáé áðï áõôï îåôóåêáñåéò ôï seen by camera. Óôçí óõíå÷åéá ðáò óôá render settings êáé åðéëåãåéò áðï ôá effect-> Global illumination , ðëåïí å÷åéò êáé öùôéóìï êáé áíôáíáêëáóåéò áðï ôï HDRI.
    Ðáñáäåéãìá...
    Ëïéðïí áí óõíå÷éóåé åôóé áõôï ôï èñåíô èá êáôáëçîåé íá åéíáé ÷ñõóïñõ÷åéï...

    Ðáíáãéùôç äïêéìáæù íá êáíù áõôï ðïõ ëåò, ôá êáíù ïëá ìéá ÷áñá, äåí îåñù ïìùò åíá ðñáãìá. Óôï óçìåéï ðïõ ëåò íá âáëù sky êáé íá øáîù ôçí âéâëéïèçêç ãéá åôïéìá õëéêá HDRI , ðùò âáæù ðñáãìáôá áðï ôçí âéâëéïèçêç ìåóá óôï project ìïõ??

    Õà Êáëá ÷ñéóôïõãåííá!

  5. #45
    Stealth Moderator Valkyre's Avatar
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    Aêõñï ôï âñçêá íïìéæù.

    Ãéá äåò Ðáíï êáëá ôï åêáíá?

    Untitled 1 by Valkyre1, on Flickr

    Âáóéêá äåí ìðïñù íá êáôáëáâù áêñéâùò áí ôï hdri ðñåðåé íá ìðåé ìåóá óôï sky Þ ï÷é. Åáí ôï âáëù ìåóá óôï sky ôïôå ôá áíôéêåéìåíá å÷ïõí åíá -ðùò íá ôï ðåñéãñáøù...- ëåõêïåéäåò ðåñéãñáìá, óáí íá öùôéæïíôáé ðåñéóóïôåñï óôéò áêñåò êáé íá ìçí öáéíïíôáé ôïóï êáèáñá êáé ïìïñöá ïðùò ôá äéêá óïõ ðéï ðáíù. Óáí íá öùôéæïíôáé ëáèïò áò ðïõìå.

    Íá óçìåéùóù ïôé óôïí sky äåí å÷ù âáëåé ôéðïôá, ïõôå color ïõôå êáôé áëëï, ìçðùò öôáéåé áõôï?

  6. #46
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    Ðñùôïí ìéëáìå ãéá sky êáé ï÷é physical sky äåõôåñïí ôï sky ôï ÷ñçóéìïðïéåéò óáí ïðïéïäçðïôå áíôéêåßìåíï ôñéôïí áí êáé åãù ÷ñçóéìïðïéþ ôï hdri kit ôïõ gorilla åðåéäç å÷åé ðåñéóóüôåñåò åðéëïãåò, ìðïñåéò áí èõìáìáé êáëá íá êáíåéò rotate to sky ùóôå íá ðåôõ÷åéò ôïí öùôéóìï ðïõ èåëåéò. Ðáíôùò íá îÝñåéò ïôé ï fresnel shader êáíåé ôá áíôéêåéìåíá ðïéï áíáêëáóôéêÜ óôéò áêñåò êáé ëéãïôåñï óôçí ìåóç, ïðùò ãéíåôáé óôïí ðñáãìáôéêï êïóìï

  7. #47
    Stealth Moderator Valkyre's Avatar
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    Åííïåéôáé ïôé åêáíá sky êáé ï÷é physical sky.

    Äïêéìáóá ôï rotate sky áëëá êáé ôïí ôñïðï ðïõ öùôéæåôáé ïëï ôï plane. Ôùñá èá äù ðùò ìðïñù íá áñ÷éóù íá ôá äåíù ïëá ìáæé!

  8. #48
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    êïéôá âáëå ôï seen by camera ãéá íá äåéò ðïõ áêñéâùò åéíáé ôï öùò, óôéò hdri åéêïíåò åéíáé áðëï íá ôï äåéò, åéíáé áðëá ïé öùôåéíåò ðåñéï÷åò, êáíå ôï rotate åôóé ùóôå íá öùôéæåôáé êáëá ôï áíôéêåéìåíï óïõ, óôçí ôåëéêç åáí äåí óïõ êáèåôáé êáëá ,ñéîå êáé åáí area light ãéá íá ãåìéóåéò óêéåò.
    Ìïëéò åéóáé åíôáîåé ìå ôïí öùôéóìï, îåôóåêáñåéò ðáëé ôï seen by camera.

  9. #49
    Stealth Moderator Valkyre's Avatar
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    Á÷åì... ãêïõ÷ïõ ãêïõ÷ïõ...

    Íá êáíù 2 åñùôçóåéò êáé ïðïéïò èåëåé ìïõ áðáíôáåé.

    1) Ôé áêñéâùò åéíáé -ìå ðïëõ áðëá ëïãéá- ôï raytracing êáé ðïéá ç äéáöïñá ôïõ ìå ôï ðáñáäïóéáêï rendering?

    2) Ðùò áêñéâùò åðéôõã÷áíåôáé ôï real time render méáò åéêïíáò ïðùò å÷ïõìå óôá âéíôåïðáé÷íéäéá êáé ìáëéóôá ìå ñõèìï áíáíåùóçò ôïóï õøçëï (30-60-100 êëð êáñå ôï äåõôåñïëåðôï? Ç åñùçóç áõôç åñ÷åôáé óå óõíäõáóìï ìå ôéò ðéï ðáíù åéêïíåò ðïõ åêáíá åãù render óôï ìç÷áíçìá ìïõ ðïõ õðïôéèåôáé åéíáé áñêåôá äõíáôï.

    Ðùò ãéíåôáé ëïéðïí íá èåëù ôïóï ÷ñïíï ãéá íá êáíù render ìéá áðëç ëåðôïìåñç ÷åëùíá óå åíá ëåõêï ðåñéâáëëïí, êáé íá ìïõ êáíåé ôï PS3 realtime rendering óôï Uncharted 3 åíáí ÷áìù áðï áíôéêåéìåíá, åööå, ðåñéâáëëïíôá, ðhysics, AI êëð êëð ìå ñõèìï áíáíåùóçò 30 êáñå ôï äåõôåñïëåðôï.

    Ïé åñùôçóåéò áõôåò ãéíïíôáé ãéáôé ùñáéá êáé êáëá íá ìáèáéíù ôï C4D, áëëá ñå ðáéäéá áêïìá äåí ìðïñù íá êáôáíïçóù ãéá ðïéïí ëïãï ðáéñíåé ôïóç ùñá íá êáíåé ìéá åéêïíá render óå 2D ìéáò ÷åëùíáò óå áóðñï öïíôï, åíáò ôåôñáðõñçíïò åðåîåñãáóôçò ìå 8 threads.

    Áí èåëù íá ìáèù ðñåðåé íá áó÷ïëçèù êáé êáèïôé äéáâáóá êáðïéá ðñáãìáôá óå äéáöïñá websites ÷ñçóéìïðïéïõí ðáíôá ïñïëïãéåò ôéò ïðïéåò äåí ãíùñéæù êáé áäõíáôù íá áêïëïõèçóù. Åðéóçò ïóï êáé íá ðñïóðáèçóá íá ãêïõãêëáñù íá øáîù êáé íá âñù áðáíôçóç óå áõôåò ôéò åñùôçóåéò ìïõ, äåí âñçêá.

    Óå áðëá åëëçíéêá, åóôù áããëéêá äåí ãéíåôáé íá ìáèù áõôá ôá 2 áðëá ðñáãìáôá? Ãéá âïçèçóôå ìå ñå ðáéäéá ãéáôé å÷ù óêáëùóåé...!

  10. #50
    Forum GOD Lefteris_X's Avatar
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    ðñïóùðéêÜ äåí ìðïñþ íá óôï áðïäþóù Ýôóé "áðëÜ" ìÝóù êåéìÝíïõ, ìå äýï - ôñåéò ðñïôÜóåéò. Ãéáôß üôé êáé áí áðïôõðþóåéò óôçí ìíÞìç óïõ, èá åßíáé åëëéðÝóôáôç ðëçñïöïñßá, óôá üñéá (ßóùò êáé íá ôá õðåñâåß) ôçò ðáñáðëçñïöüñçóçò (ìüíï ðïõ åóý äåí èá ìðïñåßò íá êñßíåéò áí áõôü ðïõ èá óïõ ðù Þ êÜðïéïò Üëëïò, áí åßíáé üíôùò åëëéðÝò Þ ü÷é êáé ðùò íá ôï ìðïñÝóåéò Üëëùóôå, áí Þîåñåò äåí èá ñþôáãåò åî áñ÷Þò, ëïë time space paradox).

    ðÜíôá, ìÝóù êåéìÝíïõ Ýôóé; ôï ôïíßæù. Êáé ðÜíôá ìå áðëÜ ëüãéá (êáé ó÷åôéêÜ óõíïðôéêÜ).

    Ãéá ìÝíá, áðßóôåõôá äýóêïëï, êáèþò áêïëïõèþ ôï raytracing áðü ôï 1987-88, ðïõ Ýêáíå ôá ðñþôá ôïõ âÞìáôá óôçí Amiga. Êáé Ýôóé, Üñ÷éóá íá ìáèáßíù ôé "åóôß" raytracing, Üñ÷éá íá ìáèáßíù "ôé êÜíåé áðü ðßóù", óõíåéäçôïðïßçóá üôé ðïëëÝò ôáéíßåò Þäç åß÷áí CGI raytraced ãñáöéêÜ, Üñ÷éóá íá ìáèáßíù ãéá ôïõò õðåñ-õðïëïãéóôÝò mainframe ðïõ åß÷áí Þäç ÷ñçóéìïðïéçèåß üðùò äéÜöïñïé Cray (áí êáé ìå mainframe áó÷ïëïýìïõí áðü ôï 1983, ïðüôå Þäç åß÷á êÜðïéá ðñï-õðÜñ÷ïõóá ãíþóç)........êáé...êáé...êáé.....ôé èÝëù íá ðù; üôé õðÞñîå ìéá éåñáñ÷ßá / äïìÞ "óêáëïðáôçôÞò" ãíþóçò êáé åí ôÝëåé Ýöôáóá íá áó÷ïëïýìáé ìå raytracing êáé íá êáôáëáâáßíù ôé åßíáé áõôü.

    Ðùò íá äéáôõðþóù ôá ðáñáðÜíù óõíïðôéêÜ, áðëÜ êáé ëéáíÜ êáé ìÝóù êåéìÝíïõ, åéëéêñéíÜ ìïõ åßíáé åêôüò äõíÜìåùí / äõíáôïôÞôùí! Êáé åéëéêñéíÜ, 1000 óüññõ. ÌáêÜñé íá ìðïñïýóá.
    Last edited by Lefteris_X; 02-01-2013 at 17:47.

  11. #51
    Forum GOD muku's Avatar
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    Èá ðñïóðáèÞóù íá óå äéáöùôßóù ëßãï ÄçìÞôñç ó÷åôéêÜ ìå ôï Ray Tracing. Êáôáñ÷Þí ôá pixels óôçí ïèüíç ðáßñíïõí ÷ñþìá ãéá íá áíáðáñáóôÞóïõí ôç óêçíÞ ðïõ âëÝðåéò ìå äéÜöïñïõò ôñüðïõò. "ÁðëÜ", äßíïíôáò Ýíá ÷ñþìá óå Ýíá ðïëýãùíï (Þ ôñßãùíï üðùò óõíçèßæåôáé) ïðüôå ôá pixels ìÝóá óôï ôñßãùíï ðáßñíïõí áõôü ôï ÷ñþìá êáé ðéï "óýíèåôá" ÷ñçóéìïðïéþíôáò textures, ôå÷íéêÝò öùôéóìïý Þ ïðïéïäÞðïôå shading åöÝ ìðïñåßò íá öáíôáóôåßò êëð. Ôï Ray Tracing ôé êÜíåé ëïéðüí. Áêïëïõèåß áêôßíåò öùôüò ìÝóá óôç óêçíÞ ïé ïðïßåò áëëçëåðéäñïýí ìå ôá áíôéêåßìåíá ôçò óêçíÞò âÜóåé ôùí íüìùí ôçò öõóéêÞò êáé Ýôóé ðñïêýðôåé ôï ÷ñþìá ðïõ ðáßñíåé ôï êÜèå pixel ðïõ áíÞêåé óå êÜðïéï áíôéêåßìåíï ôçò óêçíÞò. Áõôü åßíáé üóï ðéï ëéáíÞ ðåñéãñáöÞ ãßíåôáé.

    Ìéá ìéêñÞ ðáñÝíèåóç öõóéêÞò. Óôïí ðñáãìáôéêü êüóìï, áðü ìéá ðçãÞ öùôüò åêëýïíôáé Üðåéñåò áêôßíåò öùôüò êáé áíÜëïãá ìå ôçí êÜèå åðéöÜíåéá ðïõ óêÜåé ç áêôßíá ðñïêýðôåé áíÜêëáóç, äéÜèëáóç, áðïññüöçóç êáé äåí îÝñù ôé Üëëïò íüìïò éó÷ýåé, êáé ôåëéêÜ êÜðïéåò áêôßíåò êáôáëÞãïõí óôï ìÜôé óïõ êáé Ýôóé âëÝðåéò áõôü ðïõ âëÝðåéò.

    Ï õðïëïãéóôÞò åßíáé áäýíáôï íá êÜíåé áõôü ôï ðñÜãìá ïðüôå ãßíåôáé ôï áíôßèåôï. Ïé áêôéíåò îåêéíïýí áðü ôï ìÜôé óïõ (Þ ôï óçìåßï ðïõ åßíáé ç êÜìåñá êáëýôåñá) êáé êáôåõèýíïíôáé ðñïò êÜèå pixel ôçò óêçíÞò. Óôï åíäéÜìåóï óêÜíå ðÜíù óôá áíôéêåßìåíá ôçò óêçíÞò êáé åêåß áñ÷ßæåé ôï ðáíçãýñé. Ôï ðáíçãýñé åîáñôÜôáé áðü ôïí êÜèå áëãüñéèìï ray tracing ãéá ôï ðùò èá õðïëïãéóôåß áêñéâþò êáé ôé äéáöïñåôéêÝò ìåèüäïé èá åöáñìïóôïýí. ÁëëÜ óêÝøïõ üôé ãåíéêÜ õðïëïãßæåôáé ôï ping pong ðïõ ãßíåôáé óå êÜèå áíôéêåßìåíï ìå ôéò áíáêëÜóåéò êáé äéáèëÜóåéò áíÜëïãá ìå ôï õëéêü ôïõ. Õðïëïãßæåôáé ôï ÷ñþìá ðïõ èá ðÜñåé ç åðéöÜíåéá ôïõ áðü ôçí Þ ôéò áêôßíåò ðïõ óêÜíå óå êÜèå óçìåßï ôïõ áíÜëïãá ìå ôéò éäéüôçôåò ðïõ Ý÷åé ôï õëéêü ôïõ êáé ôï ðùò áðïññïöÜåé Þ åêëýåé ÷ñþìá. Åðßóçò óêÝøïõ üôé ìðïñåß íá Ý÷åéò äéÜöïñåò ðçãÝò öùôüò ìÝóá óôç óêçíÞ ðïõ íá ðåñéðëÝêïõí áêüìá ðåñéóóüôåñï ôçí êáôÜóôáóç (Þ êáé íá ôçí åëáöñýíïõí ìå ôéò óêéÝò ðïõ ðñïêáëïýí ïðüôå ãëéôþíåéò ôïõò õðïëïãéóìïýò ìüëéò ìéá áêôßíá ðïõ êÜíåéò trace óêÜåé óå ìéá óêéáóìÝíç åðéöÜíåéá).

    Áõôü óõìâáßíåé óå ãåíéêÝò ãñáììÝò. Åß÷á ãñÜøåé ìéá äõï ðáñáãñÜöïõò ãéá ray tracing óôçí ðôõ÷éáêÞ ìïõ áëëÜ ìÝ÷ñé åêåß. Äåí Ý÷ù äéáâÜóåé êÜðïéïí áëãüñéèìï áíáëõôéêÜ ãéá íá ãíùñßæù ðåñéóóüôåñåò ëåðôïìÝñåéåò êáé ç öõóéêÞ ìïõ Ý÷åé óêïõñéÜóåé åíôåëþò ãéá íá èõìÜìáé áíáëõôéêüôåñá ôïõò ïðôéêïýò íüìïõò. Ôï ìüíï ðïõ Ý÷ù ÷ñçóéìïðïéÞóåé óôçí ðñïçãïýìåíç ìïõ äïõëåéÜ åßíáé ìéá Üëëç ôå÷íéêÞ, Ray Casting ëÝãåôáé êáé áêïëïõèåßò ìéá áêôßíá ÷ùñßò üìùò íá õðïëïãßæåéò áíáêëÜóåéò êëð ðïõ áõôïìÜôùò ñß÷íåé ôï õðïëïãéóôéêü êüóôïò. Ìðïñåßò íá åöáñìüóåéò Ray Casting ìáæß ìå áðëü Alpha Blending ãéá íá êÜíåéò Volume Rendering êáé ôá áðïôåëÝóìáôá åßíáé åíôõðùóéáêÜ. ÁëëÜ äåí ÷ñçóéìïðïéåßôáé óôá games Þ CGI. Ðåñéóóüôåñï óå éáôñéêÞ ðëçñïöïñéêÞ. Ôï Ray Tracing Ý÷åé ôåñÜóôéï õðïëïãéóôéêü êüóôïò ãéá íá õðïëïãéóôïýí ïé ðïñåßåò ðïõ ìðïñïýí íá ðÜñïõí ïé áêôßíåò ìÝóá óå ìéá óêçíÞ. ÅéäéêÜ áí ç óêçíÞ ãßíåôáé ðïëýðëïêç. Ïðüôå åßíáé ëßãï äýóêïëï ãéá real time åöáñìïãÝò áí êáé ôåëåõôáßá ãßíïíôáé äéÜöïñá ðÜíù óå áõôü ôïí ôïìÝá áëëÜ äåí ôá Ý÷ù ðáñáêïëïõèÞóåé áðü ôå÷íéêÞ óêïðéÜ ãéá íá åêöÝñù ãíùìç. ÁõôÜ åí ïëßãïéò êáé üóï ðéï êáôáíïÞôá ìðïñïýóá. Åëðßæù íá âïÞèçóá

  12. #52
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    Ãéá real time raytracing èåò ÐÏËÕ ôïõìðáíéáóìÝíç GPU, óáí áõôÞ áò ðïýìå:

    [ame="http://www.youtube.com/watch?v=h5mRRElXy-w"]NVIDIA Kepler real-time raytracing demo at GTC 2012 - The Verge - YouTube[/ame]

    Åííïåßôáé üôé êáìßá CPU äåí ìðïñåß íá óõãêñéèåß Ýóôù êáé ìå ìéá ìÝôñéá GPU, ãéáôß ïé äåýôåñåò åßíáé åéäéêÜ ó÷åäéáóìÝíåò ãéá åñãáóßåò ãñáöéêþí, öõóéêÞò (êáé ü÷é ìüíï).
    Last edited by psx3; 03-01-2013 at 00:20.

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    Quote Originally Posted by Valkyre View Post
    1) Ôé áêñéâùò åéíáé -ìå ðïëõ áðëá ëïãéá- ôï raytracing êáé ðïéá ç äéáöïñá ôïõ ìå ôï ðáñáäïóéáêï rendering?
    óïõ áðáíôçóáí çäç ôá ðáéäéá áñêåôá éêáíïðïéçôéêá èá åëåãá, áðëá íá óïõ èõìéóù ïôé ôï ray-tracing åéíáé ï ðáëéïò áëãïñõèìïò ãéá 3d rendering , ðëåïí åáí èåëåéò öùôïñåáóéìï ðáò óå Radiosity, ïðïõ ïé áêôéíåò ðëåïí äåí óôáìáôïõí óôá áíôéêåéìåíá áëëá áíôáíáêëùíôáé áðï áõôá óå äéáöïñåò ãùíéåò êáé ÷ñùìáôá, êáé ìåôá îáíá , êáé îáíá (åîáñôáôáé ðïóï ÷ñïíï èåëåéò íá áöéåñùóåéò óôï render óïõ), ôïí éäéï áëãïñõèìï ôïí óõíáíôáò êáé ìå ôï ïíïìá Global Illumination.

    2) Ðùò áêñéâùò åðéôõã÷áíåôáé ôï real time render méáò åéêïíáò ïðùò å÷ïõìå óôá âéíôåïðáé÷íéäéá êáé ìáëéóôá ìå ñõèìï áíáíåùóçò ôïóï õøçëï (30-60-100 êëð êáñå ôï äåõôåñïëåðôï? Ç åñùçóç áõôç åñ÷åôáé óå óõíäõáóìï ìå ôéò ðéï ðáíù åéêïíåò ðïõ åêáíá åãù render óôï ìç÷áíçìá ìïõ ðïõ õðïôéèåôáé åéíáé áñêåôá äõíáôï.
    áááá åéíáé ðáñá ðïëõ áðëï, ôá ðáé÷íéäéá êëåâïõí.

  14. #54
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    Äåí Ý÷ù éäÝá áðü rendering, raytracing êëð, äåí Þîåñá êáí ôç ÷ñÞóç ôïõ cinema4d (ïýôå ôçí ýðáñîç ôïõ), êáé áðü ðåñéÝñãåéá Ýøáîá óôï internet ãéá ôïí radiosity áëãüñéèìï ðïõ áíÝöåñå ï slay, ìßáò êáé Þôáí ï ìüíïò ðïõ äåí åß÷á îáíáêïýóåé.

    Áðü ôç wikipedia:

    Radiosity is an application of the finite element method to solving the rendering equation for scenes with purely diffuse surfaces.
    Óôï finite element method óôáìÜôçóá íá äéáâÜæù. Äåí åßíáé áõôÜ ðñÜãìáôá ãéá íá ðáßæåé êáíåßò. Öôïõ êáêÜ, ìáêñéÜ áðü åìÜò. ÈáõìÜæù áõôïýò ðïõ áó÷ïëïýíôáé ìå ìç÷áíÝò ãñáöéêþí

    sorry ãéá ôï offtopic

  15. #55
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    Muku åõ÷áñéóôù ðáñá ðïëõ íïìéæù ïôé êáôáëáâá ðùò ðåñéðïõ ëåéôïõñãåé ôï raytracing êáé ðïóï åîùöñåíéêï åéíáé áõôï ðïõ êáíåé. Åéäéêá ôï âéíôåï ðïõ åâáëå ï psx3 ôïí ïðïéï åðéóçò åõ÷áñéóôù ìå åêáíå íá êáôáëáâá áêïìá êáëõôåñá.

    Ðñáãìáôéêá óáò åõ÷áñéóôù. Áðï ïôé öáéíåôáé ÷ñåéáæåôáé õðåñôïõìðáíï êáôáóôáóç ãéá íá ôá äïõìå óå games áõôá ôá ðñáãìáôá, áëëá ðáñáëëçëá èá óçìáéíåé êáé ðëçñùò ñåáëéóôéêá ãñáöéêá.

    Ôùñá óôï äåõôåñï ìïõ åñùôçìá, áðáíôçóå ìåí ï Slay êáé åéðå ïôé "êëåâïõí" ôá ðáé÷íéäéá óôï real time rendering. Êáé ðáëé óõã÷ùñåóôå ìå áëëá äåí êáôáëáâáéíù ôé åííïïõìå "êëåâïõí"? Åðéóçò äåí êáôáëáâáéíù ïðùò åéðá ãéáôé åõèõò åîáñ÷çò ÷ñåéáæåôáé ôïóïò ÷ñïíïò ãéá íá ãéíåé render ìéá "áðëç" åéêïíá ïðùò áõôç ðïõ óõæçôáù êáé áíáöåñù ðéï ðáíù.

    Ôåëïò, êáé ìå âáóç áõôá ðïõ ãñáöôçêáí áðï ôá ðáéäéá... ôåéíù íá óõìðåñáíù ïôé ç GPU åéíáé áõôç ðïõ èá êáíåé ôçí äéáöïñá óôï rendering. Áí åéíáé åôóé ãéáôé ïé õðïëïãéóôåò ìáò äåí ÷ñçóéìïðïéïõí ôçí GPU (ãéá ðáñáäåéãìá ôï C4D) êáé áíôáõôïõ ÷ñçóéìïðïéïõí ôçí CPU?

    Å÷ù ìðåñäåõôåé èåëù íá ôá âáëù óå ôáîç...

  16. #56
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    Êëåâïõí ìå ðïëëïõò ôñïðïõò, áðï fixed öùôéóìïõò êáé óêéåò, ìå÷ñé êáé øåõôéêç ãåùìåôñéá ðïõ ôçí ðáñéóôïõí ìå Normal maps, ôùñá ãéá ôéò GPU ðïõ ëåò å÷ïõí ôñïìåñç éó÷õ ìåí, áëëá áêïìá ôá CUDA êáé OpenCL äåí ìðïñïõí íá ðáñå÷ïõí ðëçñç õðïóôçñéîç óå åíá óõã÷ñïíï render engine ... áêïìá.

  17. #57
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    Máëéóôá, äåí å÷ù äõóôõ÷ùò ôáîç ìåãåèïõò êáé ïðïôå äåí ìðïñù íá ôï êáôáíïçóù ðùò ãéíåôáé áõôï. Êõñéùò ãéáôé äåí ìðïñù áêïìá íá êáôáëáâù ãéáôé ÷ñåéáæåôáé ôïóç ùñá íá ãéíåé render méá åéêïíá. Êáé ç ìëêéá åéíáé ïôé ïôé áíáæçôçóç êáé íá êáíù óôï google "why is rendering process taking so long?" ïëá ìá ïëá ôá áðïôåëåóìáôá å÷ïõí íá êáíïõí ìå êáðïéï ðñïâëçìá óôéò äéáöïñåò åöáñìïãåò ïðïõ êáðïéïò ÷ñçóôçò æçôáåé êáèïäçãçóç ãéá íá äïõëåøåé ôï ðñïãñáììá ùò åéèéóôáé.

    Ðáíôùò èåíêò ãéá ôéò áðáíôçóåéò.

  18. #58
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    Quote Originally Posted by Valkyre View Post
    Êáé ç ìëêéá åéíáé ïôé ïôé áíáæçôçóç êáé íá êáíù óôï google "why is rendering process taking so long?" ïëá ìá ïëá ôá áðïôåëåóìáôá å÷ïõí íá êáíïõí ìå êáðïéï ðñïâëçìá óôéò äéáöïñåò åöáñìïãåò ïðïõ êáðïéïò ÷ñçóôçò æçôáåé êáèïäçãçóç ãéá íá äïõëåøåé ôï ðñïãñáììá ùò åéèéóôáé.
    åéíáé åðåéäç äåí îåñåéò íá øá÷íåéò LOL
    http://forums.cgsociety.org/showthread.php?t=838177
    åëðéæù íá âñåéò ôéò áðáíôçóåéò ðïõ æçôáò, ðáíôùò ç êáëõôåñç ðáñïìïéùóç ôïõ èåìáôïò ðïõ èéãåéò åéíáé áõôç.
    To put it easy, it's the difference of reading a book, and writing a library of books.

  19. #59
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    ^^ áõôï ìáëéóôá, ðëçñùò êáôáôïðéóôéêï êáé áêñéâùò áõôï ðïõ èåëù! Eõ÷áñéóôù ðïëõ!

  20. #60
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    Ôhreaaaddd resurection....

    Êáëá õðçñ÷å ôåôïéï ðñáãìá êáé äå ðçñá ÷áìðáñé!!!
    Eãù äïõëåõù óå lightwave 3d êáé åéìáé êáôá êõñéï ëïãï ÷ïìðõóôáò!

    Áõôï ôï êáéñï äïõëåõù óôï ðáñáêáôù!
    Click image for larger version. 

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  21. The Following 2 Users Say Thank You to corsaopc3071r For This Useful Post:

    DJTaurus (14-01-2015),Slay (14-01-2015)

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