Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 27-10-2009 , 08:57 AM
dragonfx's Avatar
Registered User
Join Date: Jul 2003
Posts: 1,257


so... im watching the DX11 tech demos and every single one of them is hyping the tesselation feature:

like here:

or here:
user added image

it actually is not new... i remember seeing it aplied on some tech demos back on DX9 SDK

but what im wondering is: if the purpose of game modelers engaging with normalmaps is to reduce the monsterous polycounts... why take all that trouble just to get monsterous polycounts again back on the graphic card when the algorythm just tessellates your model as he likes?

does it means game modellers will have their poly budgets expanded to 1 or 2 million polys?

why not take the model directly from zbrush/mudbox instead of taking all the trouble to create a low poly mesh with normalmaps that will just get tessellated to a symilar polycount as the original model?

Last edited by dragonfx; 27-10-2009 at 08:59 AM.
# 2 27-10-2009 , 05:24 PM
pwnisher's Avatar
Join Date: Oct 2009
Location: atlanta, ga
Posts: 18
dude this is sick!

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off