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	<title>andy moorer &#187; realtime</title>
	<atom:link href="http://andy.moonbase.net/archives/tag/realtime/feed" rel="self" type="application/rss+xml" />
	<link>http://andy.moonbase.net</link>
	<description>Digital Artist and Technical Director</description>
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		<title>Fury Particle Renderer gets Furious-er</title>
		<link>http://andy.moonbase.net/archives/486</link>
		<comments>http://andy.moonbase.net/archives/486#comments</comments>
		<pubDate>Wed, 20 Jul 2011 17:07:18 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Exocortex]]></category>
		<category><![CDATA[Fury]]></category>
		<category><![CDATA[ICE]]></category>
		<category><![CDATA[Max]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[Slipstream]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[vfx]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=486</guid>
		<description><![CDATA[As long as we are talking about Exocortex, they just posted this exciting preview of the next version of their point rendering tool Fury. For those of you wondering why this is important, it&#8217;s simple enough. Fury is fast. Really, really fast. And it was written by Ben Houston, the original author of Krakatoa, a [...]]]></description>
			<content:encoded><![CDATA[<p>As long as we are talking about Exocortex, they just posted this exciting preview of the next version of their point rendering tool Fury.</p>
<p>For those of you wondering why this is important, it&#8217;s simple enough. Fury is fast. Really, really fast. And it was written by Ben Houston, the original author of Krakatoa, a tool of choice for rendering particles. Softimage, Max and Maya users alike can move their simulations to ICE (or create their simulations with ice directly) and partake in the Fury awesomeness.</p>
<p>LOOK at it. 1 million points. Self shadowing and cast shadows. <strong>1-second-per-frame.</strong></p>
<p><a href="http://andy.moonbase.net/archives/486"><em>Click here to view the embedded video.</em></a></p>
<p style="padding-left: 60px;"><em>&#8220;The major new features in Fury 2.0:</em></p>
<p style="padding-left: 60px;"><em>* GPU-accelerated particle self-shadowing</em><br />
<em>* Shadow maps</em><br />
<em>* Built-in compositing previewing.</em><br />
<em>* Command line renderer support.</em><br />
<em>* Synchronized Softimage and Maya support.</em></p>
<p><strong><em>In this example, 1 million points are lit and rendered in about 1 second per frame and the shadow map is also created at the same time. Motion blur and DOF do not slow down rendering time.</em></strong></p>
<p><em>The simulation in this example is from a alpha-version of SlipstreamVX 2.0 and thus the smoke motion isn&#8217;t quite perfect in this video.&#8221;</em></p>
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		<item>
		<title>Mental Mill and Softimage</title>
		<link>http://andy.moonbase.net/archives/462</link>
		<comments>http://andy.moonbase.net/archives/462#comments</comments>
		<pubDate>Tue, 28 Jun 2011 13:29:01 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mental Mill]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=462</guid>
		<description><![CDATA[If you are already an experienced shader writer, Mental Mill doesn&#8217;t have much to offer, auto-generated code won&#8217;t appeal. But for TDs who haven&#8217;t the experience or time needed to get a shader going, it&#8217;s a huge boon. It&#8217;s also a way to get a feel for shader code, letting you experiment and see how [...]]]></description>
			<content:encoded><![CDATA[<p>If you are already an experienced shader writer, Mental Mill doesn&#8217;t have much to offer, auto-generated code won&#8217;t appeal. But for TDs who haven&#8217;t the experience or time needed to get a shader going, it&#8217;s a huge boon. It&#8217;s also a way to get a feel for shader code, letting you experiment and see how the code changes as a concept is changed.</p>
<p>Here&#8217;s the <a title="Mental Mill Blog" href="http://mentalmill.blogspot.com/" target="_blank">mental mill blog, with some info for softimage users.</a></p>
<p>What&#8217;s important for everyone to know about Mental Mill is that the same &#8220;tree&#8221; can be used to generate code for multiple rendering types &#8211; with a few caveats, you can create a shader for Mental Ray, a matching realtime shader, and a renderman compliant shader all in one go (ummm, Arnold? Oh well). For softimage users, this can give you custom solutions you can see in both the viewport and at render time. Here&#8217;s a video which covers creation of a realtime shader, for instance&#8230;</p>
<p><a href="http://andy.moonbase.net/archives/462"><em>Click here to view the embedded video.</em></a></p>
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		<item>
		<title>Mach Studio 2 review</title>
		<link>http://andy.moonbase.net/archives/456</link>
		<comments>http://andy.moonbase.net/archives/456#comments</comments>
		<pubDate>Tue, 14 Jun 2011 00:53:36 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mach Studio]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/archives/456</guid>
		<description><![CDATA[http://www.3dworldmag.com/2011/02/01/review-machstudio-pro-2-the-future-of-rendering/1/ A 3D World review I wrote a while back of the (now free) Mach Studio Pro v2, which I have also written about on this blog, is now online. &#8211; AM]]></description>
			<content:encoded><![CDATA[<p>http://www.3dworldmag.com/2011/02/01/review-machstudio-pro-2-the-future-of-rendering/1/</p>
<p>A 3D World review I wrote a while back of the (now free) Mach Studio Pro v2, which I have also written about on this blog, is now online. &#8211; AM</p>
]]></content:encoded>
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		<title>MS Pro 2.0 &#8211; Free?</title>
		<link>http://andy.moonbase.net/archives/449</link>
		<comments>http://andy.moonbase.net/archives/449#comments</comments>
		<pubDate>Thu, 02 Jun 2011 18:36:43 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mach Studio]]></category>
		<category><![CDATA[MSpro]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=449</guid>
		<description><![CDATA[StudioGPU&#8217;s realtime renderer Mach Studio Version 2 is now available as a free download, with exporters for Max, Maya and Softimage. Hopefully this reflects a change in marketing strategy and not a discontinuation of development, as the product was beginning to mature nicely&#8230; but either way it&#8217;s a powerful tool at a great price, well [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Studio GPU" href="http://www.studiogpu.com/">StudioGPU&#8217;s</a> realtime renderer Mach Studio Version 2 is now available as a free download, with exporters for Max, Maya and Softimage. Hopefully this reflects a change in marketing strategy and not a discontinuation of development, as the product was beginning to mature nicely&#8230; but either way it&#8217;s a powerful tool at a great price, well worth the download. My little tests on this blog have barely scratched the surface of this renderer. It&#8217;s not a replacement for all rendering, but if you need blazingly fast render times measured in seconds and minutes instead of hours and days, while maintaining a certain basic quality (which with skill can rival mental ray and arnold), it&#8217;s the only game in town.</p>
<p>&nbsp;</p>
<div id="attachment_450" class="wp-caption aligncenter" style="width: 310px"><a href="http://andy.moonbase.net/wp-content/uploads/2011/06/machStudio2free.jpg"><img class="size-medium wp-image-450" title="MachStudio2free" src="http://andy.moonbase.net/wp-content/uploads/2011/06/machStudio2free-300x182.jpg" alt="" width="300" height="182" /></a><p class="wp-caption-text">Render time per frame at 2k resolution, 0.1 seconds.</p></div>
<p>&nbsp;</p>
<div id="attachment_211" class="wp-caption aligncenter" style="width: 310px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproScreen1.jpg"><img class="size-medium wp-image-211" title="MSproScreen1" src="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproScreen1-300x187.jpg" alt="" width="300" height="187" /></a><p class="wp-caption-text">Screen capture</p></div>
<p>&nbsp;</p>
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		<title>Fractal Explorer</title>
		<link>http://andy.moonbase.net/archives/401</link>
		<comments>http://andy.moonbase.net/archives/401#comments</comments>
		<pubDate>Fri, 15 Apr 2011 17:22:24 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[fractal]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=401</guid>
		<description><![CDATA[What an amazing web application. Exploring 3d fractal solids in realtime, it&#8217;s nuts. Fractal Explorer]]></description>
			<content:encoded><![CDATA[<p>What an amazing web application. Exploring 3d fractal solids in realtime, it&#8217;s nuts. <a href="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v04.png"></a><a title="Fractal Explorer" href="http://fractal.io" target="_blank">Fractal Explorer</a></p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v03.png"><img class="aligncenter size-medium wp-image-402" title="Mandelbox1" src="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v03-300x300.png" alt="" width="300" height="300" /></a></p>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v06.png"><img class="aligncenter size-medium wp-image-404" title="Mandelbox3" src="http://andy.moonbase.net/wp-content/uploads/2011/04/mandelBox_am_v06-300x255.png" alt="" width="300" height="255" /></a></p>
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		<title>RTlight</title>
		<link>http://andy.moonbase.net/archives/353</link>
		<comments>http://andy.moonbase.net/archives/353#comments</comments>
		<pubDate>Sat, 13 Nov 2010 22:26:28 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[compound]]></category>
		<category><![CDATA[ICE]]></category>
		<category><![CDATA[light]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[RTlight]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=353</guid>
		<description><![CDATA[A while back I made a few compounds in ICE to light pointclouds, but am still not satisfied. There is a tradeoff between physical accuracy and speed, and I&#8217;ve been hunting for the best of both worlds. My latest approach, used in a compound I&#8217;m calling RTlight, is by far the fastest I&#8217;ve made while [...]]]></description>
			<content:encoded><![CDATA[<p>A while back I made a few compounds in ICE to light pointclouds, but am still not satisfied. There is a tradeoff between physical accuracy and speed, and I&#8217;ve been hunting for the best of both worlds. My latest approach, used in a compound I&#8217;m calling RTlight, is by far the fastest I&#8217;ve made while still being &#8220;true&#8221; enough to be useful in a production situation. Here are a couple of tests:</p>
<p><a href="http://andy.moonbase.net/archives/353"><em>Click here to view the embedded video.</em></a></p>
<p><a href="http://andy.moonbase.net/archives/353"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Some images</title>
		<link>http://andy.moonbase.net/archives/322</link>
		<comments>http://andy.moonbase.net/archives/322#comments</comments>
		<pubDate>Fri, 15 Oct 2010 20:38:01 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Acrophora]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[MSpro]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=322</guid>
		<description><![CDATA[I have a backlog of unseen work- tests, art, screenshots &#8211; which I&#8217;ve not posted because I&#8217;ve been super busy. Work for the studio, the green lantern film as well as other projects, articles for 3dWorld magazine, continuing work on an ICE terrain generation system, etc, etc. But here are a few images I have [...]]]></description>
			<content:encoded><![CDATA[<p>I have a backlog of unseen work- tests, art, screenshots &#8211; which I&#8217;ve not posted because I&#8217;ve been super busy. Work for the studio, the green lantern film as well as other projects, articles for 3dWorld magazine, continuing work on an ICE terrain generation system, etc, etc. But here are a few images I have handy&#8230;</p>
<div id="attachment_323" class="wp-caption aligncenter" style="width: 210px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/10/car_thumbnail.jpg"><img class="size-full wp-image-323" title="MSP vehicle render" src="http://andy.moonbase.net/wp-content/uploads/2010/10/car_thumbnail.jpg" alt="MSP vehicle render" width="200" height="113" /></a><p class="wp-caption-text">MSP vehicle render</p></div>
<div id="attachment_324" class="wp-caption aligncenter" style="width: 238px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/10/msPro_5kStitchingArtifact.jpg"><img class="size-medium wp-image-324" title="msPro realtime test" src="http://andy.moonbase.net/wp-content/uploads/2010/10/msPro_5kStitchingArtifact-228x300.jpg" alt="msPro realtime test" width="228" height="300" /></a><p class="wp-caption-text">msPro realtime test</p></div>
<p><a href="http://andy.moonbase.net/wp-content/uploads/2010/10/organicModel_v04.jpg"><img class="aligncenter size-medium wp-image-326" title="organicModel_v04" src="http://andy.moonbase.net/wp-content/uploads/2010/10/organicModel_v04-300x163.jpg" alt="" width="300" height="163" /></a></p>
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		<title>Slipstream VX</title>
		<link>http://andy.moonbase.net/archives/264</link>
		<comments>http://andy.moonbase.net/archives/264#comments</comments>
		<pubDate>Wed, 04 Aug 2010 19:18:46 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[ICE]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[smoke/fire]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[volumetrics]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=264</guid>
		<description><![CDATA[http://www.exocortex.com/simulation I&#8217;m not sure how long ago it happened, but the exocortex high-speed smoke tool &#8220;slipstreamVX&#8221; is now available, and at around $400 isn&#8217;t cheap but not as pricey as I would have expected either, particularly not for the kind of results it delivers and in an extensible, ICE-friendly manner.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.exocortex.com/simulation">http://www.exocortex.com/simulation</a> I&#8217;m not sure how long ago it happened, but the exocortex high-speed smoke tool &#8220;slipstreamVX&#8221; is now available, and at around $400 isn&#8217;t cheap but not as pricey as I would have expected either, particularly not for the kind of results it delivers and in an extensible, ICE-friendly manner.</p>
<p><a href="http://andy.moonbase.net/archives/264"><em>Click here to view the embedded video.</em></a></p>
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		<title>MSpro from XSI</title>
		<link>http://andy.moonbase.net/archives/209</link>
		<comments>http://andy.moonbase.net/archives/209#comments</comments>
		<pubDate>Sat, 27 Mar 2010 23:51:06 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Mach Studio]]></category>
		<category><![CDATA[MSpro]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[still life]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=209</guid>
		<description><![CDATA[Models in .obj format into XSI, then to MSpro for materials, lighting and a 5k render. The sculpture mesh is a full res scan, about as thick as a zbrush export with several hundred thousand polys.]]></description>
			<content:encoded><![CDATA[<p>Models in .obj format into XSI, then to MSpro for materials, lighting and a 5k render. The sculpture mesh is a full res scan, about as thick as a zbrush export with several hundred thousand polys.</p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproStillLife1b.jpg"><img class="size-medium wp-image-210  aligncenter" title="MSproStillLife1b" src="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproStillLife1b-300x159.jpg" alt="" width="300" height="159" /></a></p>
<p style="text-align: center;"><img class="aligncenter size-medium wp-image-212" title="MSproStillLife1a" src="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproStillLife1a-300x168.jpg" alt="" width="300" height="168" /></p>
<div id="attachment_211" class="wp-caption aligncenter" style="width: 310px"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproScreen1.jpg"><img class="size-medium wp-image-211" title="MSproScreen1" src="http://andy.moonbase.net/wp-content/uploads/2010/03/MSproScreen1-300x187.jpg" alt="" width="300" height="187" /></a><p class="wp-caption-text">Screen capture</p></div>
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		<title>More realtime test renders</title>
		<link>http://andy.moonbase.net/archives/197</link>
		<comments>http://andy.moonbase.net/archives/197#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:31:39 +0000</pubDate>
		<dc:creator>andy</dc:creator>
				<category><![CDATA[3D Graphics]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Mach Studio]]></category>
		<category><![CDATA[MSpro]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://andy.moonbase.net/?p=197</guid>
		<description><![CDATA[Since I&#8217;ve been putting MSpro through it&#8217;s paces today, I decided to see how it did with a larger data set. So I fed it a reasonably large model of Manhattan. Mach Studio did great, export/import was fast, the machine was responsive, and even hitting it with realtime ambient occlusion, shadows and depth of field [...]]]></description>
			<content:encoded><![CDATA[<p>Since I&#8217;ve been putting MSpro through it&#8217;s paces today, I decided to see how it did with a larger data set. So I fed it a reasonably large model of Manhattan. Mach Studio did great, export/import was fast, the machine was responsive, and even hitting it with realtime ambient occlusion, shadows and depth of field didn&#8217;t get the scene to a point where it chugged. Rendering this scene with similar settings in Mental Ray would have meant significant time per frame, certainly enough to preclude much in the way of any kind of immediate feedback. MSpro was fine onscreen and rendering 5k resolution images with settings turned up relatively high resulted in render times still under a half second a frame.</p>
<p style="text-align: center;"> </p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/manhattan_A.jpg"><img class="size-medium wp-image-198 aligncenter" title="manhattan_A" src="http://andy.moonbase.net/wp-content/uploads/2010/03/manhattan_A-300x121.jpg" alt="" width="300" height="121" /></a></p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/manhattan_C.jpg"><img class="size-medium wp-image-200 aligncenter" title="manhattan_C" src="http://andy.moonbase.net/wp-content/uploads/2010/03/manhattan_C-300x111.jpg" alt="" width="300" height="111" /></a></p>
<p style="text-align: center;"><a href="http://andy.moonbase.net/wp-content/uploads/2010/03/manhattan_B.jpg"><img class="size-medium wp-image-199  aligncenter" title="manhattan_B" src="http://andy.moonbase.net/wp-content/uploads/2010/03/manhattan_B-300x131.jpg" alt="" width="300" height="131" /></a></p>
<p>Not high art, but we&#8217;re talking <em>test images</em> people. I rather enjoy the simcity look of the orthographic one&#8230;Hey it looks like I nudged the ground mesh in one of those images. That would be a serious drag with a traditional render process, you&#8217;d have to submit it to the farm again. Realtime, it&#8217;s no big deal. Of course, there&#8217;s a lot of room for improvements on these images&#8230; the majority are not issues with the renderer but the artist (errr, me) who for some reason didn&#8217;t want to spend all night obsessing over test images. You can speed up render times, but there&#8217;s still tweaking galore. But at least you can tweak <em>interactively.</em></p>
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