3 ms·
A whole lot of the benefit is the added "normal and roughness maps for added surface detail." If they hadn't done the hard work of basically retexturing every
by fwip 8y ago
A whole lot of the benefit is the added "normal and roughness maps for added surface detail."
If they hadn't done the hard work of basically retexturing every single surface, it wouldn't look half as good. Without depth, ray-tracing looks incredibly flat, like this: http://builder.openhmd.net/blender-hmd-viewport-temp/_images/light-ray_shadow-soft_size_3-samples_6-cube.jpg http://builder.openhmd.net/blender-hmd-viewport-temp/_images...
- a_f 8y agoI believe the origanal proof of concept didn't do the retexturing, and just focused on the lighting; it looks fantastic: http://brechpunkt.de/q2vkpt/ http://brechpunkt.de/q2vkpt/
- int_19h 8y agoHow hard would it be to automatically derive such maps from textures? After all, they are already drawn to visually imply that with shading, so wouldn't it be possible to e.g. train a model to extract that information, just as our eye does?