CompuServe Messages

#Radiosity

    18-Oct-94 11:21:40
Sb: #129507-#Radiosity
Fm: ALAN IGLESIAS 70262,1240
To: John Tissavary 71054,15
>>Actually, radiosity rendering is not commonly found in raytracers<< Excellent point, John, and the primary reason why many of the RT scenes I have seen lately look hopelessly flat. I was recently visiting a large game company in LA, whose Mac-based 3D group were "busily" waiting around for a bunch of PowerMacs to RT 3D scenes for their games. After looking at some of the finished examples in which the foreground and backround lacked any sort of depth, I asked how many light sources were used in the scene. "Oh, we only use one light for raytracing", the art director said. "The renderer does all the work in this program, not like those nasty scanline-based renderers where you've gotta simulate ambient light all the time. And besides, the more lights you add, the longer it takes to render, you know." I just said "Uh, yeah, um, looks real nice…"<g> Poor guy had no clue. The bottom line is that, until Radiosity is a viable function for desktop systems (Next year? Tomorrow? I really don't know), part of the Art of 3D scene creation (for many of us) is gonna be creative lighting techniques that give the illusion of light and the way it disperses itself in any given situation. I'm sure you know this well from your lighting backround; how you can create depth in any scene with a nice lighting set-up. 3DS gives us many ways to simulate ambient and direct light, and therefore makes it possible to get great depth in 3D scenes with very short rendering times. And this is one of the definitions of a production-oriented system, IMHO. -Alan