best blender render - render

I need to know, what renderer has been used in the Sintel project. I think it wasn't default Blender Render because default Blender Render renders in horrible quality (If it isn't correct please correct me) . And I need to run it on 64-bit operating system (W7 HP) in blender 2.60. What I was searching, the best was Sunflow yet. What you think about / do you have any better suggestions?

I'm pretty sure they did use the blender internal renderer. Using proper lighting and materials you can get an excellent quality out of the blender renderer. If you are using one of the most recent blender versions you also might want to try the cycles renderer. It ships with blender but is still in beta. But without decent materials and lighting, no renderer will give you satisfying results.

Sintel used blender internal renderer. A branch was made which had some specific features used in sintel, now most of these features are merged into trunk *(as of 2.64).
Blender now comes with cycles rendering engine if you are after a raytracer which is reasonably competitive with other modern raytracers, though less mature of course.
The last commit to Sunflow was in 2008, seems its no longer in development.
Update: as of Blender 2.70 Cycles is almost feature complete, compared to Blender Internal renderer.

Related

ThreeJS 3D Objects quality

Somebody knows how it's possible to have so good quality for the 3D Objects like here http://showroom.littleworkshop.fr/? The objects are exported at this quality from 3DsMax or Blender or something similar, or the quality it's improved in threejs? As far I saw, the project was created with threejs. Any information regarding this project it will be helpful.
Thank you.
Question of quality is subjective. A better question would be "how can I create a scene using three.js with photo-realistic lighting and materials".
So here's an answer to that. There are a few points that make the example you provided look good:
1 - lighting. The example uses a mixture of direct and ambient lighting.
It is practically impossible to generate such lighting in real time in three.js (or any other 3d package for that matter) with the current state of the art on commodity hardware. So, you need to use light-maps. Light maps are pre-rendered textures of light and shadow, they can take a long time to generate, but look incredible, as demonstrated by example you mentioned. You can use Blender's Cycles renderer to generate light maps using "Bake" feature. The topic of lightmap generation is really outside of the scope of the question.
2 - Physically based materials. This is used to refer to material models that have excellent representation of real-life materials beyond "plastic". Three.js had at least 1 such maretial: StandardMaterial which is based on Metalness/Roughness/Albedo model (https://threejs.org/examples/?q=material#webgl_materials_standard)
good luck!
Turn on Antialias for better quality of rendering it works great
Also use lights as per requirement and camera view

Optimising Delays on WebGL

I am trying to develop an application with Maya and Unity (for multiplatform use) then exporting it to WebGL, but the load times for the application is quite long, although it is not a very large file. Is there a noticeable difference in performance if the models were created in another program (before being imported to unity), or if the application was developed natively in WebGL?
TLDR: Is there a performance difference for WebGL between Maya -> Unity -> WebGL and just WebGL?
Thanks!
As for the meat of your actual question, "Is there a performance difference for WebGL between Maya -> Unity -> WebGL and just WebGL?":
No, there isn't.
Unity imports models from Maya or whatever external source you author them in. Once imported, they are Unity assets in Unity's own internal format (a structure of vertices with positions, UV's, tangents, faces, etc.) This is the same format you would end up with if you were to manually create them directly in Unity or via script. Of course, some external applications might tend to create less optimal models in the first place, such as a high number of redundant vertices or unnecessarily high amounts of tessellation on some surfaces, but Maya is pretty good, and you can also choose to let Unity optimize your meshes to automatically patch up such problems.
But aside from these details of the model itself, no, it doesn't matter where they came from or that the target is WebGL, with respect to one authoring tool vs. another.

Famo.us, Three.js and Clara.io

I found Famo.us and it seemed pretty exciting but their docs are closed. I am very curios about WebGL so I started looking for alternatives. I found Three.js and Clara.io.
How do they differ from famo.us? What is the main objective of each framework?
Thanks.
Edit: Rephrased.
Three.js is a lightweight javascript library to create 3D visualisations (using WebGL, SVG, Canvas or another renderer).
Clara.io is an online 3D modelling tool using WebGL.
Famo.us is a javascript rendering engine to create web-apps with 3D user interfaces that promises to run smooth (60FPS) on mobile devices.
Famo.us claims to solve the HTML5 performance issue by avoiding DOM-layout and repaints, which are very expensive computations. Instead, Famo.us keeps a flat DOM and uses CSS3 transforms for all layout and positioning. Unlike the others you mentioned, Famo.us does not render using WebGL (yet), as Safari does not have this enabled by default.
Famo.us includes a physics engine to provide realistic and complex user interaction (e.g. bounce on a scrollview, 3D coverflow, that sorts of stuff). In Famous, you construct a scene-graph and add animations, events and physics to make everything come alive.
http://Clara.io is an online 3D modeling, rendering and publishing platform that can import and export in standard formats. It uses ThreeJS/WebGL and it imports and exports in the ThreeJS format as well.
Although Clara.io is not intended for creating applicatipns, you can also easily make interactive experiences Clara.io such as this demo by Klaas:
https://exocortex.github.io/klaas

Which concepts should be used to render road lighting from a vehicle point of view using Blender?

I have never used Blender except for quick trials when I installed in Linux, but I wonder if I can used to solve a very specific problem.
I want to render some images showing a vehicle projecting light in a road with some objects (people, posts, signs). I need a bird's eye (superior, orthogonal) view, and the view from inside the vehicle (perspective, first-person) that is the image that would be seen by the driver or rider.
My question is: "Which CONCEPTS should I look for when searching Blender tutorials, in order to:
Select and use the proper rendering algorithm;
Modeling a scene with surfaces, materials, light sources and cameras;
Adding photorealistic behavior regarding light diffusion, reflection, etc.
Sorry if that is too obvious or too basic, but I am not even sure if Blender is able to model such a thing with an acceptable degree of photorealism (not super-realistic, that is not my intention).
Also, if there is another more appropriate StackExchange site to post this quesion, please let me know.
A nice First-Person viewport would be similar to this (without contour lines):
And a nice bird's eye viewport (witout color-mapping) would be this:
Cycles is blender's newer render engine that is fully raytraced and can easily create realistic results. On the other hand the older blender internal renderer can give you more control over lights, like length and angle from source but also the ability to subtract light from areas, it also supports volumetric rendering (if you want a foggy lit area) which is being worked on for cycles. This may be a key to the results you want. As you want to have control over the area that is lit I would run a couple of tests with lights over a plane to see whether cycles or blender internal can easily give the results your after.
As for the final render you can set the camera to perspective with control over focal length or orthographic and adjust scale as well as the option of a panoramic camera to get the final image you want.
Blender includes a ruler and protractor feature, there are also a couple of addons that may help. The scene settings offer metric or imperial display of measurements within blender.
For concepts, it sounds like your final scene would be fairly simple and any basic modelling and texturing would help. Blendswap could be a good resource for free models to help get you started.
For tutorials Blender Cookie is a great site for tutorials on specific tasks and has a good introduction to blender tutorial, while Blenderguru tutorials focus more on the final image.
Blender has also had it's own stackexchange site blender.stackexchange.com for a few months now.

Is it possible to import/process advanced light attributes (IES) in WebGL?

IES (Illuminating Engineering Society) is a file format (.ies) that enhances lights in animation tools. It adds accurate falloff, dispersion, color temperature, spatial emission, brightness and stuff like that. It's an industrial standard to show how lighting products really look like. Many animation tools (Maya, Cinema4D, Blender etc.) are able to utilize this format.
Yet, I'm still searching for a way to import/use IES in WebGL frameworks. Using an animation tool (in my case Blender) to import and process .ies-files and finally export the project to a webgl-format seemed to be the most promising method to me. I tried out a couple of WebGL-Frameworks (three.js, x3dom, coppercube) and many more export formats/import-/converter scripts but none of it produced satisfying results. The processed results showed no lights, default lights or at best the same number of lights with no further attributes.
Does anybody by any chance know of a working combination of animation tool -> export function -> WebGL-framework or WebGL-ies-format-import that would do the trick?
Are there people with the same problem and longing for a solution?
You could maybe transfer some attributes from .ies files (color, intensity and such), but the Three.js renderer simply doesn't support the complex light properties .ies (like the shape of light) is meant to describe. So, even if you were able to import/export those properties, the default Three.js light system would not be able to render them properly.
Even if you implemented your own shaders and lights (you can do that in Three.js), it probably would still be prohibitively slow and/or inaccurate, as you probably need some raytracing/pathtracing -based approach for good enough results. WebGL approach to rendering in general, no matter what library or framework you use, is not very good fit for complex, accurate simulation of lights and shadows.
That being said, I would be highly interested in any solution, even a crude approximate support would be useful.
Three.js now has an example of area lights. It is a very crude approximation (analytic evaluation of the area integral after some serious simplification). There is an article by Insomniac Games in GPU Pro 5 that offers are more accurate solution.
This only helps you with the area and shape of the light; you are on your own with the other attributes.
P.S. It's hard to tell from your question, but if your light format contains spectrum there have recently been some nice articles on real-time spectral lighting:
http://www.numb3r23.net/2013/03/26/spectral-rendering-on-the-gpu-now-with-bumps/

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