I’m not super into how all this rendering works technically but i think i can sum it up. From what i hear you may be using a biased render engine.
While unbiased engines are better for absolute realism, their methods are very slow and produces a lot of noise. In Cycles, millions of light rays are being shot from emissive areas and bounce around until they reach their goal. The more rays are absorbed, the less noise there will be. Increasing the samples allows the rays to travel further, but takes a toll on render times.
Biased render engines use hacky methods to get rid of this noise to reduce render times, but can put a dent in precision. In many cases, it’s not too far off from any unbiased render result, which makes biased rendering more appealing. Eevee is pretty biased, much like Mental Ray, VRay or whatever one you’re using.
Correct me if i’m wrong, i just make the pictures.
The gist of what you’re saying is correct, Eevee is just a real-time renderer much like any game engine i.e Unity, Unreal and some software like Marmoset, 3DCoat or Substance. Except it’s in Blender. Real-time renderers have their uses, it depends on what you are doing and how you want the quality of the render to be. Other engines like Cycles, Vray, Octane and Redshift are all physical renderers, which means it simulates the light accurately. All these engines are technically biased (even though some say “un-biased”) because they do little optimizations in their own way. The main difference is the way in which they work, which is by shooting out all of those light rays as you said.
Thanks! I also had another question you might be able to answer. From what i’ve heard most physical engines emit rays from the camera and bounce around until they get absorbed by anything that emits light, whereas Cycles chose to go with the opposite method of letting rays go from lights to the camera itself. I never really understood why. Is there perhaps some sort of optimization involved?
Working on a showcase where you can explore the headmaster Dumbledora’s office of that one wizard school, Dogwash, famous from a boy with round glasses that must not be named, from a series written by JeeKee Bowling and made into a film series by Barner Worthers.
These buildings have lots of personality; I really like the uniqueness of each one that helps them stand out for their intended purposes. Fantastic stuff.
Eyyy! I’ve done a low poly deer. Quick tip, use background images and hit ortho view, you can upload multiple to cover different views, really helps when you shape the object into the animal.
~2 hours of work, most of it being on the head (the most important part), despite the tail being deoptimized (its 4,000 tri atm), the model excluding tail is 3,000 tri, which isn’t bad. Still have meh paws (hands) to model, feet to detail (add toes and nails), work on some proportions, then the model will be ready for clothing!
College got in the way of developing a little bit but Flight! is going to be released into the testing phase soon. I’ve been hard at work alongside @Younite and @The_Frame for the last month and we’re nearing a state where we’re comfortable letting other people play. There’s a few post-release updates we already have planned including huge new ways for the players to interact with the game, it’s really going to be something incredible to finish. If all goes well Flight! may take off (badum tss) by early June.
Made a basic plugin to try out the new plugin guis. Inserts free models, Roblox items, or anything you’ve uploaded. Doesn’t work with packages or decals. UI inspired by Tiffnix’s Tag Editor plugin.