Okay *crack knuckles*
-Adding imperfection to every brick would be impractical.
-Texturing isn't a secret. Let's make that clear.
-Depth of field isn't a secret. It's the rendering time that forces us to use cheaper methods of DOF.
-I would hope people treat their cameras better than that (getting it scratched and dirty).
-I find Ambient Occlusion useful, but yes, very time consuming in rendering.
So what's the secret? Where's the Mirror settings? Where's the noisy specularity that we see on minifigs and slope pieces. Where's the realistic transparent window material/shader?
I find the camera distorting unnecessary because I don't think a camera lens would get that much abuse.
I guess the only thing I got out of this is an alternate method to creating gaps in our bricks. The joined mesh with beveling and edge spiting seems like an easier method compared to manually beveling each mesh. Of course, if you used the ldraw importer, changes made to the mesh of one brick affects all duplicates of that brick. So changes to one brick in your wall would have been applied to all the parts int he wall.
I was expecting photorealistic results here...disappointing.
Last edited by Lechnology (August 23, 2010 (02:55pm))