All posts related to V2
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By Half Life
#339761
Yes, you are exactly correct -- in Fire the camera does not have the same voxelization penalty because there is no change in geometry(position, scale, rotation, etc)... which is why HDR LS is much faster for lighting setup of heavy scenes than polygon-based setups.

Best,
Jason.
By Polyxo
#339810
Half Life wrote:Yes, you are exactly correct -- in Fire the camera does not have the same voxelization penalty because there is no change in geometry(position, scale, rotation, etc)... which is why HDR LS is much faster for lighting setup of heavy scenes than polygon-based setups.

Best,
Jason.
Ok, to summarize:
  • The current incarnation of Fire can not react on changed Lighting Conditions due to moved Emitters without revoxeling (what with large Scenes
    may have quite an impact on subjective interactivity).
  • Fire however can instantly update on changed IBL-conditions, fed into via conventional HDR Backdrops - or in Studio interactively created via HDR-LS.
  • Switching between Cameras doesn't require revoxeling as well.
  • Switching Cameras or moving them around doesn't require revoxeling, even when static Scene-Members contain Emitters which get interactively modified
    in Strengh or Colour for as long as they stay in place.
Just thinking out aloud now...
What would happen when when the exact same sort of realtime-created imagery HDR-LS uses was "mapped" in front of CG-Lights in Host-Programs?
So that one could manipulate them "Light-View"-Style as already described earlier in this thread?
(Light can be switched to behave like a Camera, can get targeted to objects and offers all its controls in a Reticle-Fashion, including realtime change of
Image-Source from the HDR-LS-Library). Couldn't something like this work - currently still with the limitation that one (like in HDR-Light-Studio) does not
see Illumination-Changes while moving the Light. So that one at least could see the effect directly after letting go the Mouse-Key - without need for revoxeling?

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