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What I meant by rendering is not scene staging: lights, camera position, etc. what I meant was that when you implement a rendering engine, you need to make arti
by rcme 3y ago
What I meant by rendering is not scene staging: lights, camera position, etc. what I meant was that when you implement a rendering engine, you need to make artistic choices. Like when you implement a lightening system, there are a number of decisions you need to make about how it works. Each decision changes how the final lighting looks. That’s why you can pretty much tell when a video game was implemented using UE3: everything is super shiny.
- dahart 3y agoThis isn’t a rendering engine, it’s a library layer that just provides an interface to OpenGL, Vulkan, Metal, etc. The pics in the article look like OpenGL renders, and this library is not really making its own “artistic choices”. Even if it was a rendering engine, having worked on rendering engines for both games and film, I’m unconvinced by your argument. In fact, the goal is typically to avoid baking artistic choices into the engine. The goal is usually to represent the choices made in the scene and the staging by the actual artists faithfully without bias. Sometimes there are some identifiable styles that emerge out of the technical limitations of an engine, or occasionally from unique technical features. It’d be a stretch to call those artistic choices. There can also be uniquely stylized engines that make unique artistic choices, and they’re pretty niche so I can’t even name one off the top of my head, but this library by Meta definitely isn’t one of those. And again, if you look at the two specific images in question in the article, there really aren’t any particularly unique artistic choices there, neither in the rendering engine nor in the staging. They look like screenshots of an OpenGL render of the CC licensed Bistro, using a camera view and lighting that is similar to thousands of other shots of this scene.