Maya
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#6787
Üdv mindenkinek! Visszavagyok:)
Mayer, szép az újabb render, de ez igaz Yourh-ra is. Flegosnak meg örülök, hogy megy a maya:) Sas-t is köszöntöm köreinkben.
VanBurren-nek mondom: :( Én próbáltam duál gépet kiépíteni itthonra, a pénzösszeg még több is volt mint nálad, duál kiépítés mégis kilett csukva. Ilyen kategóriában vagy nagyon gagyi minőséget kapsz, vagy single procis gépet. Én ez utóbbit választottam.
Oryon:
"-Displacement subdivision, while not a true sub-pixel 'push', is still handled entirely at render time and is very fast compared to 3D programs where displacement is dealt with at the geometric level prior to translating or enumerating the scene for rendering.
-For example, slapping a displacement map on a test object and rendering it blindly with Mental Ray may yield atrocious results?notably in rendering speed. This isn't a flaw in Mental Ray, it's that you're now exploring a much higher-end renderer than you might otherwise not be used to using and not yet have a proper grasp on the controls of that renderer. In this example, Mental Ray's displacement architecture uses a powerful and innovative approach far different than that used in most native built-in renderers shipping with Lightwave, 3dsmax, Maya, etc., and one must understand Mental Ray's association between the renderer's global Maximum Displacement value, the global Edge Length, whether it's View (pixel) or World-Unit based, and the strength of extrusion in the map settings for your particular object. Having an object-independent extrusion strength value far smaller than the renderer's global Maximum Displace value will up render times to ridiculous levels. If you didn't know that, you might jump to the erroneous conclusion that Mental Ray is slow at displacement."
Innen az idézet. Renderelők összehasonlítása, mindenkinek ajánlom!