colour output of terrain? how/possible?

Started by carbon_adam, May 31, 2008, 12:57:32 PM

Previous topic - Next topic

Cyber-Angel

Would it be possible when the SDK is ready for some one to write a converter to move TG2 scene data into other software pipelines? The problem I see until Multi-Pass Rendering is ready in future is how you are meant to match lighting and shadows either in software or in compositing with TG2 generated deliverables with that of deliverables generated in other 3D Assets and / or live plates?

I am not really shore where TG2 fits into the chain of existing work flows and/ or pipelines and how well for the time being (Setting aside that it is a WIP for moment) how it is going to handshake with the needs of production eco-systems, but maybe I'm over looking some thing!

Regards to you.

Cyber-Angel

       

Oshyan

We intend to natively support some aspects of data interchange with other applications, but it is likely this could also be handled (for specific application needs, for example) by using the SDK.

The current workflows that many people are using professionally to integrate TG2 with other apps generally involve either backgrounds/skyboxes, or compositing against TG2 rendered plates using exported LWO geometry to project shadows. This is a fairly effective workflow for many needs, but it will be improved/expanded in the future.

- Oshyan

Matt

Quote from: Oshyan on June 06, 2008, 12:16:12 AM
The effects industry is just a larger, more immediately applicable market.

I don't think the effects market is necessarily larger, but TG2's current strengths are probably more easily applied there at present. Improving terrain generation and export for both game development and non-realtime visual effects is important for Terragen's future.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Oshyan

I think terrain/landscape needs in the effects industry are larger than terrain/landscape needs in games - perhaps that says it better. There are a large percentage of games that have absolutely no use for any terrain, whereas if only for virtual set creation, the vast majority of movies *could* use a terrain renderer. Whether they will need to or not is another queston. They are also more likely to need more licenses for render farms, etc. whereas terrain generation is generally handled on a single workstation. Not to say that I don't think the games market is worth serving, but as you said TG2's current strengths are more easily applied to the effects industry, and that essentially makes it a larger market for us right now.

- Oshyan

Cyber-Angel

Games:

I think as far as the use of TG2 in the games is concerned, the only place I could envision it been used is Cut-Scenes and the like, rather than in game. I am not really   up with the different game engines out there currently, so I am unsure as to weather any of them could support high resolution procedural terrain generated in TG2 at high enough frame rates for the game play experience today's players expect.


Production:

The question of weather production houses are going to want more licences for render farms is a tricky one, especially for smaller companies; Planetside could go down the "Licence Per Node" route but that brings up in the mind of Render Farm managers the question of weather their company is going to have to pay Planetside a yearly licence renewal fee (Anti-Spy ware software is a case in point), my advice would be to go down the alternative route.

The model that is adopted by some vendors (and liked by software reviewers) is one licence for unlimited nodes for render farms, but companies would still be required to have a licence per workstation as now with the option for companies to by multiple licences in blocks: lets say they have 200 workstations they could buy 4 X 50 blocks with each block costing a given amount.

In this model there could be a scheme where once a certain amount of licences have been brought the cheaper it should be, with the option of negotiation on a case by case basis for smaller companies.

The last option would be select some of the Internet based Render Farms as official partners and have them install TG2 on their farms and have TG2 rendered in that fashion this is already done mostly for renderers such as PR Renderman, V-Ray, Brazil R/S and Maxwell Render, however there are internet render farms that do Maya and Lightwave so there are precedents out there.

Regards to you.

Cyber-Angel