Showing posts with label renderer. Show all posts
Showing posts with label renderer. Show all posts
Tuesday, April 14, 2015
Tuesday, November 19, 2013
Guerilla Render - New Path Tracer & Reyes renderer (게릴라 렌더 - 새로 나온 프로덕션 렌더러)
새로 나온 프로덕션 렌더러로 다음달 4일에 1.0 버전이 나올 예정입니다.
Path Tracer 이면서 Reyes 렌더러이기도 합니다.
A fast path tracer - 빠른 패쓰 트레이서
The Guerilla path tracer will let you render global illumination images easily.
Simply use real area lights, HDR environments, adapt the number of bounces and samples, render and chill out!
글로벌 일루미네이션 이미지들을 쉽게 만들 수 있습니다.
단지 실제 면 조명이나, HDR환경들을 사용해서 바운스와 샘플 값을 지정하고 렌더를 시작하면 됩니다.
A strong Reyes rasterizer - 강력한 REYES 래스터라이저
The Guerilla Reyes rasterizer is scalable and robust. It is designed to manage large quantity of geometries.
Render thousands of characters, millions of curves, with minimal memory footprint.
Use the path tracer on top of the rasterizer or fully ray trace your image.
게릴라 Reyes래스터라이저는 확장성과 성능을 갖추고 있어서 대용량 지오메트리를 다룰 수 있습니다.
수천개의 캐릭터들과 수백만개의 커브를 최소한의 메모리를 이용해 렌더링 할 수 있습니다.
래스터라이저에 더해서 패스트레이서를 사용하거나 완전히 레이트레이스된 이미지를 만들 수 있습니다.
Features for all kind of situations - 주요기능들
Fast & unbiased global illumination
빠르고 왜곡이 없는 글로벌 일루미네이션
Arbitrary area lights
원하는 대로 가능한 면 조명
HDR image based lighting
HDR이미지기반 조명
Fast and memory efficient micro displacement
빠르고 메모리 효율적인 마이크로 디스플레이스먼트
Nearly free stereo rendering
거의 자유로운 스테레오 렌더링
Efficient antialising, motion blur and depth of field effects
효율적인 안티-앨리어싱, 모션블러 및 피사계심도 효과
Easy baking in point clouds to optimize render times
렌더시간 최적화를 위한 쉬운 포인트 클라우드 베이킹
Point based global illumination 포인트 기반 글로벌 일루미네이션
Physically based shaders and lights - 물리기반 셰이더 및 조명들
Ready to use surface shaders and lights 서페이스 셰이더 및 라이트 사용가능
Easy to use, few parameters to tweak 사용하기 쉽고 단순한 조절 변수들
All our shaders are scripted, open and fast 스크립트로 작성된 개방형의 빠른 셰이더
No compromise on flexibility - 유연성
Support industry standards 산업 표준 지원
RenderMan® SL, RIB and DSO 렌더맨 호환
Autodesk Maya® export plug-in 마야용 플러그인
Massive®, Golaem®, Naïad® support 시뮬레이션 툴들의 지원
SDK and scripting language for pipeline integration 개발용 툴 및 언어
Rendering editor - 렌더링 편집기
Guerilla Render is also a powerful interactive rendering editor.
강력한 인터렉티브 렌더링 편집기능
A visual Render Graph - 시각적인 렌더 그래프
The Render Graph is an efficient method to express all the relations in a scene inside a simple and visual nodal graph.
씬 내의 모든 연관관계를 나타내는 간단하고 시각적인 노드 그래프
Assign shaders, lights, layers, colors, textures and more using our Render Graph.
렌더 그래프를 사용하여 셰이더, 라이트, 레이어, 컬러, 텍스쳐등을 지정할 수 있음
Stop navigating through a complex UI. All that matters is visible right here in the Render Graph.
복잡한 사용자 인터페이스를 이용하지 않고 모든 요소들이 렌더 그래프상에 보여짐
Edit a complex rendering setup in a non-linear way. Modify, copy, mute or delete your Render Graph.
비선형 방식으로 복잡한 렌더링 설정을 편집, 수정, 복사, 소거 및 삭제 가능
Faster preview with the progressive renderer - 프로그레시브 렌더러의 빠른 프리뷰
The interactive renderer progressively refines the image so you can have an extremely fast preview of your scene. The renderer also streams geometry directly from the disk and caches to memory for faster re-rendering.
인터렉티브 렌더러를 이용한 빠른 프리뷰 기능. 디스크와 캐시에서 직접 메모리로의 지오메트리 스트리밍을 통해 빠른 재-렌더링가능
Wednesday, May 2, 2012
Appleseed Renderer
http://appleseedhq.net/about/appleseed
한창 개발이 진행중인 새 렌더러 Appleseed 입니다.
관심을 가지게 된 이유는 순전히 예쁜 이름 때문만은 아닙니다.
렌더링 연구를 위한 목적으로 시작된 오픈 소스 렌더러로서
Physical 기반의 Unbiased Progressive 렌더러입니다.
초기 버전 답지않게 생각보다 많은 기능을 제공하고 있습니다.
Maya 및 Blender(실험버전)에서 export할 수 있는 툴을 제공한다고 합니다.
한창 개발이 진행중인 새 렌더러 Appleseed 입니다.
관심을 가지게 된 이유는 순전히 예쁜 이름 때문만은 아닙니다.
렌더링 연구를 위한 목적으로 시작된 오픈 소스 렌더러로서
Physical 기반의 Unbiased Progressive 렌더러입니다.
초기 버전 답지않게 생각보다 많은 기능을 제공하고 있습니다.
Maya 및 Blender(실험버전)에서 export할 수 있는 툴을 제공한다고 합니다.
Features
Stable Features
Rendering
- Fully spectral rendering pipeline (31 equidistant channels in the 400-700nm range, configurable at compile-time)
- Distribution ray tracing
- Backward path tracing with or without next event estimation (explicit direct lighting)
- Forward path tracing (light tracing) with or without next event estimation
- Progressive, interactive rendering (show me)
- Multiple sampling frameworks available, configurable at compile-time:
- Pure Monte Carlo sampling (unbiased)
- Fully deterministic, low discrepancy sampling (consistent)
- Multiple importance sampling
- Camera motion blur with arbitrarily many transforms (show me, show me more)
- Ray traced deformation motion blur with arbitrary many motion segments per object (show me)
- Render layers
- Ability to use arbitrarily large textures in constant memory budget (user-settable at runtime)
- Fully automatic, transparent color space conversions at runtime
- Fully automatic, transparent gamma / inverse-gamma correction of textures and output frames
- Highly scalable multithreaded rendering
Modeling
- Pinhole camera
- Thin-lens camera (depth of field)
- Perfectly diffuse, perfectly specular, Ashikhmin-Shirley and Kelemen BRDF
- Perfectly specular BTDF with Fresnel reflection (show me)
- Perfectly diffuse EDF
- Support for CIE XYZ, linear RGB, sRGB and spectral color spaces
- Mesh lights (any geometry can emit light)
- Image-based lighting, with importance sampling of latitude-longitude maps
- Support for geometry instancing (with per-instance materials)
- Support for non-physical surface shaders, and for mixing them with BSDF and EDF-based rendering
- Possibility to add cameras, BSDF, EDF, lights, shaders without touching the core
Input/Output
Infrastructure
- XML project and settings files, validated at runtime via XML Schema, using industrial-strength Apache Xerces-Cparser & validator
- Clean, modern, portable C++ code with extreme emphasis on correctness, speed and readability
- 1000+ unit tests, using a modern C++ unit testing framework (show me)
- Fully automatic, highly stable and cycle-accurate unit benchmarking framework with automatic historization and visualization of performance history
- CMake-based build system
- Fully cross-platform, available on 32-bit and 64-bit variants of Mac OS X, Windows, Linux...
Applications
- Command-line interface with optional coloring (show me)
- Qt-based GUI application for interactive rendering and scene composition (show me)
- Experimental Blender-to-appleseed translator (Blenderseed)
- Maya-to-appleseed translator (Mayaseed)
Experimental Features
- Support for geometry that doesn't fit in memory
- Fast voxel-based ambient occlusion
- Fast voxel-based volumetric smoke shader
Saturday, December 17, 2011
V-Ray 2.2 for 3ds Max 버전이 나왔습니다
Build 2.20.01 official (4 December 2011)
==============
New features:
(*) VRayHairMtl specifically for fur and hair rendering;
(*) VRayOrnatrixMod modifier for direct rendering of Ornatrix hair;
(*) VRayHairInfoTex texture for additional hair shading effects;
(*) VRayPTex texture provides support for PTex files;
(*) MaxScript functions for access to the V-Ray VFB contents;
(*) V-Ray RT: added "Real zoom" option to the ActiveShade quad menu to modify the rendered region (zoom, pan) directly in the ActiveShade window;
(*) MetaSL support in VRayGLSLMtl and VRayGLSLTex;
Modified features:
(*) V-Ray RT GPU: initial support for VRayBlendMtl materials;
(*) V-Ray RT GPU: rendering of VRayProxy objects;
(*) V-Ray RT GPU: support for affect diffuse/specular/reflection for VRayLights;
(*) V-Ray RT GPU: support for simple skylight portals;
(*) V-Ray RT GPU: support for textured area and mesh lights;
(*) V-Ray RT GPU: limited support for the Falloff map;
(*) V-Ray RT GPU: support for Tiles and other procedural textures (through baking to bitmaps);
(*) V-Ray RT: ability to use the 3ds Max bitmap proxy system for the ActiveShade;
(*) V-Ray RT: support for 32-bit ActiveShade buffer;
(*) V-Ray RT: add a "Reload" button for VRayHDRI that works with V-Ray RT;
(*) Distributed rendering: option to specify a maximum number of render slaves;
(*) Distributed rendering: when a slave completes a DR render, it will automatically try to join other running DR jobs;
(*) ply2vrmesh: added support for .bgeo files in ply2vrmesh;
(*) ply2vrmesh: added -info option to ply2vrmesh to print information about .vrmesh files;
(*) Irradiance map format (*.vrmap) has changed - map files from V-Ray 2.20 cannot be opened by previous V-Ray versions;
(*) imapviewer: added -incremental command-line option and "File > Incremental add" menu item for incremental merge of irradiance maps produced by V-Ray 2.20;
(*) imapviewer: added ability to load and display light cache files;
(*) VRayMtl: added "Affect channels" option for reflections;
(*) VRayGLSL: split into a VRayGLSLTex texture and a VRayGLSLMtl material;
(*) VRayGLSLMtl: support for built-in BRDFs;
(*) VRaySun: added filter color for VRaySun;
(*) VRayMultiSubTex: added option to specify the number of IDs in VRayMultiSubTex;
(*) VRayMultiSubTex: reworked the VRayMultiSubTex texture to use lists of properties, rather than separate parameters;
(*) VRayFastSSS2: ability to save/load illumination maps for VRayFastSSS2 material;
(*) VRayHDRI: add the "time" rollout for controlling IFL files to VRayHDRI;
(*) VRayHDRI: support for tiled mip-mapped TIFF files;
(*) VRayHDRI: optimized VRayHDRI bitmap performance;
(*) VRayIES: expanded the "Use light shape" option for VRayIES to allow the shape to affect light distribution;
(*) VRayBPTracer: support for distributed rendering;
(*) VRayBPTracer: support for the VRayLightSelect render elements;
(*) VRayDisplacementMod: added option to smooth UVs for subdivision displacement;
(*) VRayLensEffects: improved multithreading for VRayLensEffects;
(*) Optimized memory usage and multithreaded performance for dynamic geometry;
(*) Optimized the VRay2SidedMtl material for GI calculations when translucency is greyscale;
(*) Add an option to the VRaySamplerInfo render element and texture to wrap the UVW coordinates in the [0,1] range;
(*) VFB: added ICC color correction to the V-Ray VFB;
(*) VFB: added right-click menu to the items in the V-Ray VFB history;
(*) VFB: right-click menu option to add and edit comments in V-Ray History per image;
(*) VFB: ability to do A/B VFB comparison with a rendered image in the V-Ray VFB;
(*) VFB: the frame stamp is now saved to and loaded from the V-Ray VFB history images;
(*) When writing a raw .exr file, V-Ray will attempt to produce a scanline version of the file instead of tiled one;
(*) Added a glossiness render element, also for texture baking;
(*) Added a Clear option for the Previous render list in the System rollout;
(*) Changed the default image sampler to Adaptive DMC;
(*) Exposed the irradiance map preview mode parameter in the UI;
(*) Reduced flickering of the irradiance map and light cache when "Time independent" DMC option is disabled;
(*) Disable any HSDS modifiers before saving the scene for DR;
(*) SDK: switched to Intel C++ 12.1 compiler;
(*) SDK: shaders can provide their own sampling rays for GI;
(*) SDK: multithreaded expansion of dynamic primitives;
Bug fixes:
(*) Nitrous: VRayHDRI did not show up in Nitrous viewports;
(*) Nitrous: support for the VRaySky environment texture in the Nitrous viewports;
(*) Nitrous: the first time the user selects "Show realistic material in viewports" the objects with this material disappear;
(*) The material texture maps were not shown in the Max2012 shaded viewport;
(*) DR: fixed hanging buckets in specific cases;
(*) DR: slaves with missing files continuously tried to re-join a DR render when "restart slaves on render end" was on and "Check for missing files" was enabled;
(*) DR: if a render slave failed to receive the entire irradiance map from the client it still continued the render producing wrong buckets;
(*) VRayBPTracer: region rendering did not work;
(*) VRayFastSSS2 did not work correctly with light exclusion;
(*) Assigning a texmap to material texmapslot caused a crash when the texmap was disabled;
(*) Exclude from shadow casting did not work for VRayIES lights;
(*) Fixed a crash when rendering with Particle Flow emitted from animated geometry;
(*) Fixed a crash with VRaySun when the scene is rendered with the scanline renderer;
(*) Fixed uneven motion blur for fast moving objects with many geometry samples;
(*) Scrubbing the time slider created keys for the FOV parameter;
(*) The .vrscene exporter script did not export the "cast shadows" property of lights correctly;
(*) The .vrscene exporter script did not detect animated textures properly;
(*) The .vrscene exporter script did not export correctly objects with animated topology;
(*) VFB: Pressing the "set A" or "set B" button when the VFB history is empty lead to a crash;
(*) VFB: Fixed a crash when importing specific .acv file;
(*) Relative path names for raw image files did not work;
(*) Crash with Particle Flow events in specific scene;
(*) VRayFlakesMtl material did not work with the VRayMtlSelect render element;
(*) Pixel Info window showed colors only for one image during A/B compare;
(*) Fixed artifact with light portals;
(*) The height parameter for VRayEnvironmentFog is now greyed out when there are gizmos attached;
(*) VRayEnvironmentFog did not allow to pick multiple gizmos and lights through the "Select by Name" dialog;
(*) Incorrect self-shadowing of hairs by themselves for VRayFur and the 3ds Max Hair & Fur modifier;
(*) Mapped VRayLightMtl does not work as direct light if the color is set to black;
(*) Hanging buckets with VRayBlendMtl material when one of the blend textures returns an invalid color;
(*) VRayStereoscopic shademap files were not closed after reading;
(*) VFB history did not display render times for history images;
(*) Disappearing geometry when VRayVelocity pass is used;
(*) Issues with the MAX.vray preset in 3ds Max 2012;
(*) AA filter type not saved in V-Ray presets;
(*) Loading a V-Ray preset does not respect the selected rollouts;
(*) Scripted materials are not handled properly when assigned as sub-materials;
(*) V-Ray RT: environment override slot in VRayMtl did not work with glossy materials;
(*) V-Ray RT: DOF did not work with animated cameras;
(*) V-Ray RT: gamma issues with the ActiveShade window;
(*) V-Ray RT: IFL sequences did not work with VRayHDRI;
(*) V-Ray RT: initialization error in stage 2 when Mix material is used as normal map;
(*) V-Ray RT: differences in RT with 3dsmax Composite map;
(*) V-Ray RT: environment override slot in VRayMtl materials doesn't work for glossy materials;
(*) V-Rat RT GPU: OpenCL code failed to compile with the latest nVidia drivers;
(*) V-Ray RT GPU: invisible dome lights were rendered as visible;
Thursday, December 1, 2011
3dsMax용 KeyShot3 & Indigo 플러그인 발표
http://blog.keyshot.com/lookout-keyshot-3-gets-native-support-for-autodesk-3ds-max-and-maya/
3dsMax용 KeyShot3의 네이티브 지원 플러그인이 발표되었습니다.
실시간 레이트레이싱 및 글로벌 일루미네이션 랜더러 KeyShot을 3dsMax와 Maya 내에서 직접 네이티브 지원을 할 예정이라고 합니다.
http://www.indigorenderer.com/forum/viewtopic.php?f=9&t=11300
Indigo 역시 3dsMax용 플러그인 IndigoMax 를 선보일 예정이라고 합니다.
마찬가지로 3dsMax내에 완전히 통합된 플러그인으로서 직접 인디고 랜더창을
띄울 수 있다고 합니다.
2011년 12월초 베타가 시작될 예정이며
기존 인디고 랜더러 및 인디고RT 라이센스에 포함될 것이라고 하네요.
3dsMax용 KeyShot3의 네이티브 지원 플러그인이 발표되었습니다.
실시간 레이트레이싱 및 글로벌 일루미네이션 랜더러 KeyShot을 3dsMax와 Maya 내에서 직접 네이티브 지원을 할 예정이라고 합니다.
http://www.indigorenderer.com/forum/viewtopic.php?f=9&t=11300
Indigo 역시 3dsMax용 플러그인 IndigoMax 를 선보일 예정이라고 합니다.
마찬가지로 3dsMax내에 완전히 통합된 플러그인으로서 직접 인디고 랜더창을
띄울 수 있다고 합니다.
2011년 12월초 베타가 시작될 예정이며
기존 인디고 랜더러 및 인디고RT 라이센스에 포함될 것이라고 하네요.
Monday, November 7, 2011
Octane Render Integrated Plug-In for 3ds Max Preview
3dsMax용 Octane Render 플러그인 개발중의 데모영상이라고 합니다.
맥스 내에 완전히 통합되어 있고 널리 사용되는 기본 재질이나 멘탈레이, 브이레이 재질들을 자동으로 변환해 준다고 합니다.
Some of the features of the plug-in include:
- The plug-in offers all the features of the standalone product but does so inside 3D Max.
- True integration within 3ds Max. It works right in the 3ds Max process space giving the plug-in direct memory access between 3ds Max and the Octane Plug-in
- The plug-in will allow automatic conversion of 3ds Max internal, Mental Ray and V-Ray materials into Octane Materials.
- The plug-in fully integrates with the animation rendering pipeline in Max allowing full animation capabilities (batch queues, network control, etc.)
- Import / Export between the plug-in and the standalone product allows for scenes to be set up in the plug-in and exported to the standalone for rendering. This also allows the use of scenes created in the standalone engine to be imported into 3ds Max (included complex node-based materials.)
Thursday, November 3, 2011
Fibix - interactive visualization 3d tool
http://www.fibix.org/
Fibix 는 인터렉티브 시각화 전문 툴로 비상업적인 목적으로는 무료로 사용할 수 있는 툴입니다. Fibix editor, Fibix Player, Fibix Exporter로 구성되어 있고 3dsMax용 exporter(2010~2012 32bit)를 제공합니다. 첫페이지에 나오는 데모영상은 실시간으로 랜더링 된 것으로 매우 사실적인 느낌의 랜더링은 아니지만 꽤 훌륭한 품질의 시각적인 영상을 만들 수 있습니다.
Fibix is finally released
October 27, 2011
After several months of hard work we have just released the latest version of Fibix Editor together with a new fresh design of our web site!
We're trying to bring complete realtime visualization framework for artists, architects, developers and everyone, who is interested in 3D Graphics. The most important thing for us is simplicity. Everyone should be able to work with Fibix. We tried to make the framework as simple as possible so that one doesn't have to spend hours and hours trying to light up scenes, setup materials and make scenes interactive.
Check out our new projects, user manual, forum or voting system for new features. You can download Fibix editor, Fibix player and Fibix exporter for FREE (for non commercial purposes).
We really want to thank the people who have been working on this project and to those who have put a lot of effort and time into making it work.
We would very much appreciate any sort of feedback from you, thank you!
Your Fibix team
http://www.fibix.org/manual/index.html 온라인 매뉴얼
http://www.fibix.org/forum/ 포럼
Labels:
cgnews,
fibix,
interactive,
realtime,
renderer
Wednesday, November 2, 2011
finalRender 3.5 Service Pack 6
finalRender 3.5 Service Pack 6 - Out Now!: Forum: CG News
Posted By: MKabesh
Post Time: 11-01-2011 at 09:32 PM
Text:
finalRender 3.5 SP6버전이 나왔습니다. 안정성을 향상시켰으며 분산네트웍 랜더링이 개선이 되어 더 큰 크기의 랜더링이 가능해 졌다고 합니다.
cebas brings out a brand new updated release of finalRender, Service Pack 6 now available including a new updated trial version
cebas Visual Technology Inc. announces the release of its latest Service Pack 6 for finalRender 3.5 and finalRender 3.5 SE as well as for the integrated and standalone finalToon.
Service Pack 6 offers workflow enhancements as well as stability improvements. Distributed Network Rendering (DR) has been fine-tuned and enhanced; taking large scale rendering ahead even further! Ongoing fine tuning and German engineering ensure a great return on investment when using cebas products... Service Pack 6 is no exception!
Enhancements and Changes in Service Pack 6
How to Get the latest Service Pack
Cebas members can log in to my.cebas.com and obtain SP6 from their "View Product Registrations" account menu. Registered users will automatically see all available download options.
Customers not currently registered on www.cebas.com , or having problems with the download, just send us an e-mail and we are on it! Please make sure to include all relevant information including serial number(s).
Posted By: MKabesh
Post Time: 11-01-2011 at 09:32 PM
Text:
finalRender 3.5 SP6버전이 나왔습니다. 안정성을 향상시켰으며 분산네트웍 랜더링이 개선이 되어 더 큰 크기의 랜더링이 가능해 졌다고 합니다.
cebas brings out a brand new updated release of finalRender, Service Pack 6 now available including a new updated trial version
cebas Visual Technology Inc. announces the release of its latest Service Pack 6 for finalRender 3.5 and finalRender 3.5 SE as well as for the integrated and standalone finalToon.
Service Pack 6 offers workflow enhancements as well as stability improvements. Distributed Network Rendering (DR) has been fine-tuned and enhanced; taking large scale rendering ahead even further! Ongoing fine tuning and German engineering ensure a great return on investment when using cebas products... Service Pack 6 is no exception!
Enhancements and Changes in Service Pack 6
- Rectangular Light: Shadows in realistic decay mode are now improved allowing the shadow of the rectangular light to provide scenes that are closer to real world effects.
- Adaptive QMC Global Illumination Engine is enhanced for a better performance with DR (Distributed Rendering) when rendering the same frame on multiple PCs.
- Adaptive QMC Global Illumination Engine is modified to avoid creating defective solution files with DR upon rendering. The solution files are global illumination cache files, which store the global illumination of a scene and can then be used to speed up rendering or to avoid flickering in animations.
- HarmonicsGI has been enhanced and optimized as well to properly support distributed network rendering (DR).
- Reported artifacts in caused by HarmonicsGI and rendering with DR have been isolated and solved.
- Render Elements now offer a new feature "Include Atmospherics" controlling where Alpha from the Volumetric Light (atmospherics) can be applied in the Alpha Render Element through an optional switch.
- Exclude/Include lists for objects within Render Elements is now properly supported when rendering with DR. Users can exclude unwanted objects from their scenes/images on multiple machines with no occurring faults or errors.
- fR Advanced Material now has a reflect/refract material ID option feature.
- A reflect/refract material ID option has alos been added in fR Architectural material.
The ID can now be reflected in a mirror as well as refracted in glass when an object is seen in a mirror or through a glass. - finalToon no longer faces technical issues when a finalRender proxy is used in a scene.
- finalToon now properly generates lines and toon effects for fR proxy objects.
- finalToon Problems with camera clipping planes are fixed and capable of producing accurate results.
How to Get the latest Service Pack
Cebas members can log in to my.cebas.com and obtain SP6 from their "View Product Registrations" account menu. Registered users will automatically see all available download options.
Customers not currently registered on www.cebas.com , or having problems with the download, just send us an e-mail and we are on it! Please make sure to include all relevant information including serial number(s).
Thursday, April 28, 2011
tri-Ace Technical Demo Trailer 2011 "Physically-based Rendering version 0.1"
http://research.tri-ace.com/detail_1.html
일본에서 개발중인 Xbox360 / PS3 을 위한 '물리기반 랜더링' 0.1버전의 데모영상입니다.
물리기반 랜더링을 사용하면서 Indirect Illumination 하에서 재질들의 일관성을 유지하도록 하는 것이 목표라고 합니다.
해당 영상은 720P 30Hz로 직접 캡쳐한 영상이라고 합니다. 또한 베이킹 된 라이트맵이 아닌 실시간 라이팅 및 그림자라고 하네요.
모든 섀이딩 모델이나 라이팅, GI 역시 물리기반이라고 합니다.
Labels:
gameengine,
renderer,
tech
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