#Rayman
10 messages in this thread
To all interested,
Well, I'm uploading another sample image from the Rayman raytracer being
developed by VisArt. This is from a near-final beta, and again started out as
just a test scene for development purposes. There's a couple of problems left
to resolve, but never-the-less I thought this test actually made a very nice
image. Anyone interested in a raytracer for 3DS should definitely take the time
to download this <500k JPEG. The JPEG compression introduced a little
artefacting, but it's not bad.
The scene was developed entirely in 3DS, including all lighting & materials,
then the latter was tweaked using the RayShell module from Rayman. It's ability
to read & apply virtually all 3DS scene/material parameters is quite unique &
handy. Then, from within the RayShell module, you can further tweak the
materials or the rendering parameters as desired to closely match a 3DS "look",
or to create other looks. There's 2 IPAS routines to assist in these areas as
well. For all those folks requesting more accurate reflections/refractions,
etc.., check this out. The image demonstrates some of the capabilities of the
raytracer including colored shadows, psudeo-caustics, blurry
reflections/refractions, internal reflections, variable a/a & filtering, etc..
You can also achieve blurry shadows, DOF effects, etc.. Multiple networked
machines can share in rendering a single image.
Even though still beta, I kinda' like this image. For details, contact Michael
Bassier @ CIS 100114,1717….I'm sure he'd appreciate some feedback. Please
find RM02.JPG in the Images library section.
Regards,
BILL
Thanks Bill!
It`s really a great image. We can develope a very good programm but it needs a
good artist to make nice images like yours. Thanks again. We`ll use it as the
center image of the RayMan package.
Michael
<< It`s really a great image. We can develope a very good programm but it needs
a good artist to make nice images like yours. >>
Thanks Michael, but I have no *artistic* ability whatsoever, …more of a
technician. I just wanted to try to show some the capabilities in a limited
amount of time. It was just a study, rather than a composition, but I'm glad
you liked it. I wish you great success with Rayman.
Regards,
BILL
Hi Michael,
I just wanted to take this opportunity to publicly thank you & your staff for
being such great *listeners* these last few months. It has been a pleasure to
work closely with you on RM 1.0. I'm sure those individuals desiring a
raytracer which can read most all 3DS parameters as a starting point for
raytracing, will like the program. And from my experience, I know that all
those who purchase RM 1.0, will have a real "voice" in RM 2.0's development.
Although I haven't seen the final shipping version, I know it will be very
nice, and I wish you the best of luck with it. It's been fun.
Kindest Regards,
BILL
Hi Bill!
Thank you very much for your kind words and all your help. It was great to
work with you. We have all learned a lot from you and I hope we`ll work much
closer together on the next RayMan releases. I promise you that you`ll get
every RayMan release (1,2,3…) for free.
Thank you.
Michael
Congratulation Michael!
It looks like an awesome program.
Happy holidays,
Danny…
Looking foward to it Michael.
HAPPY HOLIDAYS!
BILL
Im very impressed with rm02. How long did it take to render on what kind of
processor with what use of memory? I understand that
this scene has lots of render intensive tasks so that details about it wouldnt
enable predictions about other scenes, but it would
help my purchase decision making along to have some idea. Thanks
Hi Edward,
Thanks. I really can't tell you how long it took, because VisArt rendered it
for me. I don't have much computing horsepower these days. It did take a very
long time, but understand – it was designed strictly as a test for a highly
recursive scenario, with 20-25 levels & internal reflections enabled. I'm sure
it was generating/spawning >100 rays/per/pixel. The geometry was was also
intentionally large (150k faces). By optimizing the geometry & the renderer via
the various parameters (many available), I'm sure the scene could have been
trace in a tiny fraction of the time, without much/any visible differences.
Check it out.
Raytracing of any sort is not fast, and with a number of parameters enabled
with distributed raytracing (as with Rayman), you're looking at 5-50 times
slower than a fast scanline approach. However, Rayman is a fast raytracer & a
high-quality raytracer. The really great & unique thing is the
connection/integration with 3DS.
Thanks, Im pretty sure Im going to get it.