O
obesebear
Guest
SL used Ambient Occlusion!
It's Super Effective!
SL used Ambient Occlusion!
+1 , WOW... now if your pardon me i have to pick my jaw up off the ground.
To elaborate on this:Low quality render for speed purposes. The final will have no jaggies
This all depending on the program you use, hardware, render-engine and scene complexity of course.Full quality render with good quality occlusion takes an hour to render.
for example:
regular render (draft quality) - 35 secs
regular render (production quality) - 5 mins
render with occlusion (draft quality) - 12 mins
render with occlusion (production quality) - 1:05 mins
Looks like it is yeah, although on the original the gap doesn't look as big.Those pipes in the fence are broken in the orignal?
The example i gave was for that scene using mental ray.This all depending on the program you use, hardware, render-engine and scene complexity of course.Full quality render with good quality occlusion takes an hour to render.
for example:
regular render (draft quality) - 35 secs
regular render (production quality) - 5 mins
render with occlusion (draft quality) - 12 mins
render with occlusion (production quality) - 1:05 mins
I dont really understand why you are complaining about the way square designed the scenes. Did it bother you much when you were playing the game for the first time or were you too busy playing the game? The same thing applies here. In any case the design is going to stay as faithful to the original as reasonably possible (No things wont be pixel perfect but the feel will be the same. Because honestly i think its a waste of time)I'm actually sad that some things are a bit "blury" and some doesn't really make much sense in Squares modeling.
I mean, in nmkin_5 there's ladders and balconies going from nowhere to nowhere. I started to try to figure out something to give them sense, like it having 3 different floors but then due to the reactor "hole" it brings that theory down. Then i thought "Hey, maybe the reactor is just a cilinder and that black shadow is really the reactor just not enough lightning to see it all", and well, it would look good, that yellowish texture just behind the reactor would be a second flood, with a fence around it and with those stairs actually going from somewhere to a third floor where you could check the top of the reactor. But somehow, i find that the curve on the top of the reactor just doesn't compute with this logical theory.
Other than that it just looks confusing with stairs going from places you can reach to places you can't reach either, some grids that also dont make sense since it wont improve the building stability, etc.
Just my point of view tho.
Images trying to explain what i wrote:
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