#cocktail rayman ?
6 messages in this thread
Who did the cocktail.tga rendering by RayMan? It's pretty incredible!
I have a couple of questions:
1) How long did it take to render this still image?
2) How long would it take to render this same scene with 3DSr3 phong?
3) Is RayMan able to render to fields? or frames only?
4) How much is RayMan?
5) Is RayMan able to duplicate the "high rendering quality" of 3DSr3 except
with the addition of raytracing? (am I asking this right?)
6) Finally, could whoever did this rendering be so obliged to upload another
image of the exact same scene except in 3DSr3 phong mode? (to see the dramatic
differences)
Thanks for the upload. Thanks for the RayMan product. And thanks to
the Yost Group for getting 3DS to such a professional level. Every time I read
things on this forum, I feel more and more that I made the right investment
choice. Thanks again.
— Steve
Hi Steven!
I have uploaded the RayMan examples. The cocktail image was modeled by Stefan
Elsner who is one of the RayMan developer.
I`m not sure how much time it took to raytrace this scene but I`m sure it was
under one hour…
If you want to compare the rendering time of RayMan and 3DS I can say that 3DS
is most times faster than RayMan. But as soon as you have reflections and/or
turn on the raytraced shadow feature of 3DS, RayMan will leave it (3DS) far
behind…
I could upload this scene rendered as phong but this would be very unfair to
the 3DS. If you`re a good 3DS user you can make a lot with reflection maps and
with some tricks you can simulate refraction. But this would take me more than
one day and with RayMan we can create the scene in a few minutes and let it
render.
So if I would upload a phong rendered cocktail and wouldn`t do any detail work
it would look really bad.
RayMan images can look close to 3DS images but with the Hall-Illumination
model and the additional material settings they will look much more like a
photo.
RayMan is a specialist to make high-res images for very very large prints.
It`s a specialist because of his image quality (64-bit color space (thanks
again Gary <g>)), anti-aliasing (not that aa that you`ve seen in the uploaded
images.) and network rendering feature (where all of the PC`s render one
image).
You can get RayMan from Schreiber Instruments or any other american dealer.
The world-wide distributer is the CAA in Germany. RayMan is a product of VisArt
Compuergrafik GmbH, the German Joint Venture Partner of Pyros Partnership
(hello Greg <g>).
RayMan will be available in the next four weeks.
Michael
– Michael Bassier, Written 07-Sep-1994 @ 10:33:49
Using: Windows NavCIS PRO 1.2
> I could upload this scene rendered as phong but this would be very
>unfair to the 3DS. If you`re a good 3DS user you can make a lot with
>reflection maps and with some tricks you can simulate refraction.
Well, the only reason why I really wanted you to upload the exact same
mesh under 3DS phong was because not so much to see the quality difference but
rather to see what sort of a mesh it was to create that image. I'd really like
to get the mesh (.3ds) file itself but I think this is not possible (?)
> RayMan images can look close to 3DS images but with the
>Hall-Illumination model and the additional material settings they
>will look much more like a photo.
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).
Also, what is Hall-Illumination? Is that like another rendering
"mode"? Like Phong, Gouraud, etc? And what additional materials are you
speaking of? Or do you mean the raytraced glass materials in general?
One more.. does rayman allow for field-rendering like 3DSr3 has or is
it still only on a frame basis?
Thanks for your response. It's answered lots of questions. Looking
forward to seeing its final release! BTW, how much is this rayman going to
cost anyway?
— sincerely, Steve, thanks again.
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
Michael, I left you an e-mail regarding Rayman, but haven't heard from you
yet… please check your box for a new message.
thanks,
John Tissavary (LUNA cie, inc)
The last e-mail I have from you is from August the 7th. (1994).
Please send it again…
Michael
– Michael Bassier, Written 11-Sep-1994 @ 19:32:42
Using: Windows NavCIS PRO 1.2