Redshift proxies are pretty similar to Mental Ray proxies.
Proxies are great when you are using a ton of objects in your scene (like a forest). If they were all live this amount of geometry would start to choke your view port. If they are proxies the object and it’s material is cached out, and then deferred to when you go to render. Continue reading “Redshift proxies”
I finally got to messing around with the Redshift Volume node. It’s pretty straight forward for the most part. Under Render Settings, the Output tab click on the Environment – Atmosphere checker box. Continue reading “Redshift Volume & Fog”
You can do some interesting things in World Machine with the Colorizer node to create a base texture for your terrain..
World Machine allows for some simple texturing. Here’s a simple network for a terrain. Continue reading “Colorizer Node in World Machine to Texture”
There is no shortage of Photogrammetry software these days.
Take a look at this list
Here is a great talk from Siggraph on the process (and using Unity’s delighting software):
They are using Reality Capture for scanning. It’s pretty cool. I’ll have to do some tests to compared it to Agisoft’s Photoscan. Autodesk has their own software as well, ReCap. Things have really taken off since the days of RealViz’s Image Modeler.
Well, it finally came… 2018! Say goodbye to 2017. It’s amazing really how fast a year can go by. As each day edges forward into the next week, it can feel like it takes forever. Continue reading “Happy New Year – 2018!!”