
Global Illumination - Using Brazil & CausticRT in 3ds Max
3 months ago
Steve Blackmon, Chief Rendering Architect, and Cuneyt Ozdas, Graphics Engineer discuss the benefits of working with CausticRT and demonstrate global illumination using the CausticRT platform with Brazil in 3dsMax.
The scene is a fully ray traced interior living room with 2,080,957 polygons, and outdoor and indoor lighting that includes classic 3D geometry such as the Stanford Dragon & Bunny. The poly count for each of the objects are as follows:
Bunny: 70K polygons
Dragon: 800K polygons
Buddha: 1M polygons
Interior: 22K polygons
The 3dsMax ActiveShade window resolutions are: 400x300 & 800x600.
There are 5-bounce GI enabling photorealistic effects like color bleeding. There is full interaction with all geometry, including high-poly-count models; Interactive geometry deformation, not just translation; Interactive material editing; and many different materials interacting in the scene
The scene is a fully ray traced interior living room with 2,080,957 polygons, and outdoor and indoor lighting that includes classic 3D geometry such as the Stanford Dragon & Bunny. The poly count for each of the objects are as follows:
Bunny: 70K polygons
Dragon: 800K polygons
Buddha: 1M polygons
Interior: 22K polygons
The 3dsMax ActiveShade window resolutions are: 400x300 & 800x600.
There are 5-bounce GI enabling photorealistic effects like color bleeding. There is full interaction with all geometry, including high-poly-count models; Interactive geometry deformation, not just translation; Interactive material editing; and many different materials interacting in the scene
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