This "San Miguel” scene was modeled and then rendered in pbrt by Guillermo M. Leal Llaguno, based on a hacienda that he visited in San Miguel de Allende, Mexico. The scene was modeled in 3ds max and exported to the pbrt file format with a custom script written by Guillermo. The scene features just over 2.5 million unique triangles and has a total geometric complexity of 10.7 million triangles due to the use of object instancing; the pbrt files that describe the scene geometry require 620 MB of on-disk storage. There are a total of 354 texture maps, representing 293 MB of texture data. Final rendering of the cover image at 1496 by 2235 resolution using pbrt took over 40 hours of computation on an eight-core Mac Pro computer.
Cool, point being?
this is why people bake things.i would take a 20k texture any day over 10 mil triangles
Is the point that it looks retardedly bad to what you could achieve in real time with far less geometry?
>>543510would take 30 or less hours on same priced computer
>>543510Nice flying leaves. >>543512What does "bake" mean?
>>543539the process of taking a large amount of polygons and optimize them with normal maps
>>543539>What does "bake" mean?Transfer information from a highpoly mesh to a lowpoly mesh by rendering that information to textures.
>>543544nope>>543666>666Yes Mr.Devil, but baking is not limited to normal maps.You can bake all kinds of information into texture maps. Even the filthy and ungodly ones.
>>543667you can also bake keyframes almost like a precomposed layer on after effects
>>543667what else can you bake into texture maps?
>>543733ambient occlusion
>>543733thicknessvertex colorambient occlusiondisplacementcurve mapsetc
>>543667>but baking is not limited to normal maps.That's why I said "information". AO,thickness,normals,cavity,curvature, it's all information.