OpenGL Questions
02-Sep-95 13:09:02
Sb: #188699-OpenGL Questions
Fm: ALAN IGLESIAS 70262,1240
To: Mark D. Pippin 75223,3676
Hi Mark,
Hey, I've had some <Whoa!-now-I-need-a-cigarette> moments myself from checking
out the workstation-class stuff, too. All we are trying to point out is exactly
what all classes of machines are capable of in terms of quality and speed and
how accepted their output is in the industry. Once these issues become
apparent, one can look at the price levels and decide which is right for their
application.
It'll be quite interesting to see just how powerful the new Mips CPUs will be,
and how they compare power- and price-wise to the P6's and Alphas.
The term "acceptable output" can be defined multiple ways depending on who the
client is, and what they are expecting. There are many examples of different
levels of photorealism and detail already documented in movies, TV, and video
games. One only needs to do a little research to find an example of what you
are looking for. Then find out what you need to do it.
For some excellent examples of top-end Renderman output, rent some laserdiscs
like Jurassic Park, or watch Toy Story very closely this fall. The Listerine
commercials are another good example and there are dozens of others. Good Rman
animators can be spotted by the very worn copies of The Renderman Companion on
their desks and that certain pallor of a dedicated programmer. One of my wishes
for a MAX CoreComp is the ability to do a little object-oriented
shader-building to give us some of the flexibility of Rman, but more
user-freindly.
The bottom line is really the talent and dedication of the artist more than
anything else. I've seen wonderful stuff from very cheap equipment and horrible
stuff from workstations and everything in between. The best bet is to choose a
platform, learn as much as possible about it, and work your butt off to be the
best you can at it.
Best of luck to you,
-Alan