cocktail rayman ?
09-Sep-94 03:49:26
Sb: #122901-cocktail rayman ?
Fm: Michael Bassier 100114,1717
To: Steven Lee 75230,555
Hi Steven!
There`s no problem to upload the cocktail.3ds in the section if there are
other guys who are interested in this scene?
The only thing that we have done its to model the objects, assign a material,
made them transparent in the material editor of 3DS and saved the scene to a
3DS file.
Then we loaded it into RayMan and went to the RayMan material editor. We
assigned a refraction to the glass, an other refraction to the liquid and so
on. Then we rendered the scene… That`s it.
>What do you mean "close to" 3ds images? Out of curiosity, what >would be the
advantage of the 3DS renderer? From reading the >Rayman specs, it would seem
that Rayman has everything from >Analytical Antialiasing, to 64-bit color
space, to gamma control. What's >left as far as quality rendering goes (this
probably shows my ignorance >like broad daylight but hey, gotta learn somehow).
RayMan can produce the image quality of 3DS if you turn off all the features
like Hall and so on…
Hall is a illumination model like Phong and Cook-Torrance (Metal-Shading of
3DS). But Hall has some advantages that makes your images look more realistic.
Additional you can add some new material parameters in the material editor of
RayMan like: asorption coefficient, specular exponent, ambient-, diffuse and
specular multiplier, transmitted multiplier and blurry angle. These are all
settings that make your materials look much more like in the real world. For
e.g. you have a metal-look-like material in 3DS and there it looks close to
real material. With the Hall Illumination model and raytracing (and believe me,
raytracing has more advantages then to render reflections and refractions) you
can make it "real metal"!
RayMan`s first version can only render single frames. We have decided to put
all our power in image quality because RayMan should be the first choose to
render high-res images. The second version will have new advantages to render
animations really fast (we`ll have a combinded Z-Buffer and Raytracer and this
will beat them all down <g>). For great stills we`ll implement the Radiosity
feature (we have already implemented some of the algorithms (see the softshadow
image in section 3)).
Any questions 🙂
Michael
– Michael Bassier, Written 09-Sep-1994 @ 10:31:09
Using: Windows NavCIS PRO 1.2