![]() ![]() ![]() There will be new cloud fractals, faster and a new way to render clouds and a whole lot more that seems promizing. I just today asked Dax pandhi about the system, and got some interesting answers, the system isn´t available yet. So Helion as I understand it will be a module with a seperate interface, but can render inside of vue or xstream version working with lightwave for example. ![]() New Helios system is said to be working with xstream and lightwave. Ivé just stumbled upon a new cloud tool called Helios that might be promizing.you should have looked in to vueXstream for combination with lightwave, and this I could tweak and render ogo taiki volumetric clouds in lightwave with VPR faster, and also faster in final render, also vpr can give larger previewer. Its still very slow so that´s a dissapointment, at least on my machine with 8 cores, asus laptop 64bit windows7 home i7-2670 QM CPU 2,2 GHzĬan´t test it on my better comp yet, specs under my sign. Please shout out loud if you see any demo version of terragen 3 available on planetside.Īs I discovered, terragen 3 doesn´t show any significant speed improvement for the previewer when tweaking clouds and atmosphere, if you plan carefully or is satisfied with the outputįrom world machine or geocontrol, that might not be such a big issue, It is interesting discussing the pro´s and con´s of the two methods between generated height maps, and creating procedural terrains. Using fractals based on procedurals also means the option to change the terrain if you need it, where you with heightmaps need to go back to world machine or geocontrol and redo it over again, but then again. It would also depend on how youré system can handle displacement levels at several millions of polygons. Gets, that´s the beauty of vue infinite procedural detail, comes with a cost of rendering time though, but it is unsurpassed in detail quallity. I think you would run into detail qualilty issues when using the height map and displacement approach, but that depends on howĬlose you aim to focus with the camera etc, so the infinite detail fractal approach delivers at all time no matter how close the cam ![]()
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