August 10, 2018 at 4:00 am #124023
August 10, 2018 at 7:10 am #124024
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August 10, 2018 at 7:58 am #124025
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August 10, 2018 at 5:59 pm #124037
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August 11, 2018 at 9:45 am #124041
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Da Da Da Dum (Snap Snap)August 14, 2018 at 5:55 pm #124066
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Awesome news !! I hope the process can be made a bit less tedious and will be checking regularly on your team’s wip, like a ton of people I thinkAugust 16, 2018 at 1:59 am #124079
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Every project has to start somewhere…spent sometime on the playfield texture which is at 7k and have all of sliderpoints objs into Maya now. The higher res playfield is beneficial when doing projection as it will be rendered with perspective and then projection will straighten it back out to what gets imported into VPX so we want a nice a sharp 4k end result with all the detail that ray tracing will add to the base texture from the surrounding objects and eventual lighting.
I’ve also got some other geo that was shared to me which may be higher detail for render only. The render can then be projected back on to the lower poly vpx primitives. The squares are distribution errors. The test render uses machines on the network to share the rendering task into buckets (each of those square), sometimes things go whacky and this is the result. Also looks to be some funky business on those metal ramps.August 16, 2018 at 2:43 am #124080
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OMG, looks incredible when zooming in. Great job!August 16, 2018 at 3:18 am #124081
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Off to a great start! I think all of us VP geeks love technical details surrounding builder process. These details are really interesting. Love the documentation of “distribution error” — cool glitch. Thanks for your hard work on behalf of the community, g5k and sliderpoint. Screenshots are always fun and exciting along the way!August 16, 2018 at 3:21 am #124082
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thank you to the guys making tables for us to use. Truely appreciatedAugust 16, 2018 at 6:39 am #124084
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Looks great already !
Love a WIP to learn more and more from !
Cheers for sharing.
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