Re: How Would You Visualize DOF in GL?

Date : Mon, 03 Mar 2008 20:04:19 +0100
To : XSI(at)Softimage.COM
From : Tim Leydecker <baueroink(at)gmx.de>
Subject : Re: How Would You Visualize DOF in GL?
How about a decent OGL representation of the architectural material, for a start. Flat grey just doesn´t cut it...


It´s quite disturbing (not fun!) to have an entire scene render flat grey in shaded mode, might even make you look like an idiot for
tumbling around a seemingly empty scene...


But seriously, I´d be willing to accept another delay in the
re-furbishing of the OGL display modes if there´d be a slight
chance one would get something at least as good as ZBrush display
in return.

In terms of Previz, how about actually using a game engine in
one of the viewports? Somewhere along the lines of using the
Unreal engine for preplanning on AI?

(No, you´re right, that´s loads of extra work for free...)

Cheers

tim




Nick wrote:
And how about any kind of post 1980 lighting display? Quadratic/Linear
Falloff, shadows, soft shadows, gobos, PTC based GI and occlusion
etc... did I say falloff? 'Cos I really meant falloff... as in
anything has to be better than that vague representation in the form
of the 2 coloured disks that appear when holding down the B key...
XSI's OGL display in the lighting dept is nothing short of too arcaic
for words and in desperate need of some serious TLC...

On 03/03/2008, Raffaele Fragapane <raffsxsilist(at)googlemail.com> wrote:
DoF I can sort of live without, but no form of moblur whatsoever in ogl is
getting old fast (no pun intended).
It's now like 90% of the shops doing character animation at a certain level
have been screaming about it for a few years now is it? :)

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