04-20-2022, 09:25 PM
I have never done 3D rendering or modelling but lately ut has interested me.
Is it possible to do ray tracing on any GPU? If not, is it possible still to do it in GTX 680?
If I create a room full of whatever, can I raytrace that and then build into the texture files on the objects and walls the shadows, so its not done in real time?
Is it possible to use raytracing to generate a custom shadow map that looks like real-time raytracing, but has far less GPU load?
If I rendered the shadows for all the objects textures for 3 to 7 different times of day, would it look good to fade between the different textures or would that look weird? Would it cause a lot of GPU load to fade between the textures in real time?
How many rays would I have to simulate, and how long would they have to be bouncing for a really realistic effect?
Should I try to use noise to simulate random surface bumps on objects? Should I add noise in the air as dust? Should I put a lot of time into modelling the surfaces of materials to very small scales for raytracing?
I've never done 3D graphics before as probably is evident, what are some really efficient ways to generate shadows on moving objects? Would it look bad with the baked into textures raytraced graphic?
Is it more difficult for a GPU to run a lot of effects or a lot of objects (like individual leaves on a tree)? If we had a virtual forest, would it be more efficient to make one big texture that wobbles around, or do each leaf or a group of a few leaves to move independently?
Does any of this even matter? Or is accurate colour, dust particles and bloom/light shafts more important?
Just asking in case I decide to make a 3D videogame (want to make one that looks and runs damn well)
Is it possible to do ray tracing on any GPU? If not, is it possible still to do it in GTX 680?
If I create a room full of whatever, can I raytrace that and then build into the texture files on the objects and walls the shadows, so its not done in real time?
Is it possible to use raytracing to generate a custom shadow map that looks like real-time raytracing, but has far less GPU load?
If I rendered the shadows for all the objects textures for 3 to 7 different times of day, would it look good to fade between the different textures or would that look weird? Would it cause a lot of GPU load to fade between the textures in real time?
How many rays would I have to simulate, and how long would they have to be bouncing for a really realistic effect?
Should I try to use noise to simulate random surface bumps on objects? Should I add noise in the air as dust? Should I put a lot of time into modelling the surfaces of materials to very small scales for raytracing?
I've never done 3D graphics before as probably is evident, what are some really efficient ways to generate shadows on moving objects? Would it look bad with the baked into textures raytraced graphic?
Is it more difficult for a GPU to run a lot of effects or a lot of objects (like individual leaves on a tree)? If we had a virtual forest, would it be more efficient to make one big texture that wobbles around, or do each leaf or a group of a few leaves to move independently?
Does any of this even matter? Or is accurate colour, dust particles and bloom/light shafts more important?
Just asking in case I decide to make a 3D videogame (want to make one that looks and runs damn well)