GRP1 discussion

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bikker
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GRP1 discussion

Post by bikker » Fri Sep 27, 2013 11:40 pm

This looks like a real topic about GRP1 but it is really just a test.

bikker
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Re: GRP1 discussion

Post by bikker » Fri Sep 27, 2013 11:42 pm

Actually, I have something. This is from Arauna2. I like it.
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a2.png
a2.png (1.16 MiB) Viewed 7939 times

120186
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Re: GRP1 discussion

Post by 120186 » Sun Sep 29, 2013 3:52 pm

There are two things I really like about this image:

1. The fact that I would mistake this for a real object.

2. The depth-of-field effect here mimics the tilt-shift effect, causing it to look like a scale model.
Jasper de Laat
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121176
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Re: GRP1 discussion

Post by 121176 » Sun Sep 29, 2013 5:24 pm

Certainly very impressive!
Ted de Munnik
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120116
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Re: GRP1 discussion

Post by 120116 » Sun Sep 29, 2013 6:16 pm

It's probably meant as a scale model, seeing as the 1000 kg is a lot larger :P
It looks nice, it reminds me a bit of Deus Ex: Human Revolution minus the yellow filter.
Yan Knoop

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100066
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Re: GRP1 discussion

Post by 100066 » Sun Sep 29, 2013 11:16 pm

bikker wrote:Actually, I have something. This is from Arauna2. I like it.
That is some sexy stuff!
Last time I saw anything from Arauna waaaas.... a good while back!

Any more new info regarding Arauna that's not on your website?
Bryan Keiren - Programmer
http://bryankeiren.com/

bikker
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Re: GRP1 discussion

Post by bikker » Mon Sep 30, 2013 8:17 am

Soon, minions, soon... :)

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122675
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Re: GRP1 discussion

Post by 122675 » Mon Sep 30, 2013 12:43 pm

Nice image Jacco. Allow me to show off too :D
100k triangles, specular, soft shadows and a bunch of other things. Still renders quite quickly thanks to the bvh.
Image
Tom Veltmeijer

bikker
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Re: GRP1 discussion

Post by bikker » Mon Sep 30, 2013 1:24 pm

That's great stuff!
Are you going to add normal interpolation?

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122675
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Re: GRP1 discussion

Post by 122675 » Mon Sep 30, 2013 2:16 pm

Thanks! I really want to, but the links I found didn't explain much so I couldn't get it working yet. That's why, to make it seem smoother, I use very high poly meshes instead :P
Tom Veltmeijer

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