@fletch said:
wowwwww Whaat... you are incredible!
can it reduce the polygon count of a hi-poly mesh (work in reverse) too?
I think this would be good feature too, if do not consider it too difficult to implement.
@fletch said:
wowwwww Whaat... you are incredible!
can it reduce the polygon count of a hi-poly mesh (work in reverse) too?
I think this would be good feature too, if do not consider it too difficult to implement.
Impressive, organic modelling did take a grand leap! Just if there where nice tool for subdivision surface... pokes Whaat
I am great fan of mathematical shapes. Nice model, did made a subdivision in KT. Take a look on k3dsurf, nice program for creation of mathematical models.
It would be interesting to see how (or if) paint will sparkle in a vid if you pan camera around the car.
Cheers!
You need to run X11 and then start KT. More details from kerkythea.net forums if needed.
It's really much up to the scene how results are if one compare PM to MLT (PPT or BPT or MLT/BPT). One will spot differences with unbiased methods, if you made the scene a bit more challenging. These stools, do not give imho any advantage to unbiased rendering, materials seems to be set fairly well, so those wont produce artifacts in PM, lighting is direct and simple, no aluminum or glass, no caustics. I would not even bother to use anything else than PM with a scene like this - here it is a clear winner. Fast and clean result, KT PM & FG is simply good.
Try to render something like Tadao Ando's Church of the Light with real windows and good materials - then you will find greater differences.
Anyhow - nice stools, a bit more work with floor....
It's amazing job what you both have done, I hope you could find a nice non conflicting way to assign materials. I am sure where are plenty of us who like to have opportunity to use multiple rendering programs. Even greater it would be if there was some kind of common material editor... but that might be too difficult.
Nice demo. For me it looks like that textures are baked with light map.