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I was on the RenderMan team at the top and remember thinking it really neat that our system could stand up to that. I remember find it mind blowing when I lear
by a_e_k 9mo ago
I was on the RenderMan team at the top and remember thinking it really neat that our system could stand up to that.
I remember find it mind blowing when I learned that in Brave, the artists weren't just using a texture/displacement mapped surface for the clothing and armor. They were using tori primitives for the chain mail, and curve primitives for the clothing. (I.e., the clothing actually woven out of curve primitives for the threads.)
- nadis 9mo agoWow, that's incredible!
- pixelpoet 9mo agoI got your autograph in my notebook at EGSR (I think?) 2019, still a little sad I didn't have my PBRT full of autographs at that particular dinner! Next time ;)
- a_e_k 9mo agoI've never been to EGSR. Possibly SIGGRAPH?
- a_e_k 9mo agoWow! That came out really mangled. Take two: > I was on the RenderMan team at the time and remember thinking it really neat that our system could stand up to that. > I remember finding it mind blowing when I learned that in Brave, the artists weren't just using a texture/displacement mapped surface for the clothing and armor. They were using tori primitives for the chain mail, and curve primitives for the clothing. (I.e., the clothing was actually woven out of curve primitives for the threads.)
- aktau 9mo ago> They were using tori primitives for the chain mail, and curve primitives for the clothing. (I.e., the clothing was actually woven out of curve primitives for the threads.) That sounds mind-blowing. Is this documented anywhere?