Trying to get a material to do this all procedurally inside iray. Of course, I'm thinking like someone who's used to CPU rendering hence no RAM concerns. If you want tiling textures for floor & walls, you could then just paint only your dirt layer with an alpha map, and then apply it onto geometry shells. Isn't this best done when texturing? Substance Painter and probably other tools can generate these masks on the fly. I assumed he was talking about Ambient Occlusion. Not into animation, game design, gaming at all so not aware of other uses for the term. apologies but when I see the term, ambient occlusion is what comes to mind which does require more system resources. The time it takes for games is typically milliseconds, so it would not be noticable at all in Daz. Daz just has to do it once for stills, and once every time it starts a new frame for animation. Right now EVERYTHING in the scene goes to the render process.Ī 3d game has to do this every frame and is the core mechanism to achiving high FPS. Also if you have a wall and some objects in the scene behind the wall, they can be ignored when computing the information going to the GPU. So occlussion would help automaticaly optimize scenes for rendering. There would need to be settings to allow certain objects or groups to bypass occlussion, so say if you want something offscreen to cast a shadow into the camera view. Standard occlusion is the process used in game engines to not send information that is not visible to the camera to the GPU. that would increase render times as well as put a heavier demand on system memory, and VRAM.
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