What about also an OpenGL renderer? Many people would have new GeForce/ATI/etc cards that can render many thousands of bump-mapped anti-aliased polygons at a time - at 30 frames per second - or even 50 or 100 frames per second.
Yet at the moment it would take at least a second or a few seconds to render each frame.
Anyway, if you used the OpenGL card to render things, you could render very complex animations that take the card a few seconds to render each frame - so then the animations would be better than it would be possible to do in realtime games....
At the moment it takes a long time to render things, and for renders that take several seconds per frame, you're left with an animation that doesn't seem any different to what new fast 3D cards can do in real-time. And 3D cards *can* do things like anti-aliasing in real-time, as I said... and they can do motion blur as well. - it just involves partially writing images to the buffer and they accumulate.
OpenGL lets you render things off-screen I think - then you can save it as the AVI's, etc.
BTW, for OpenGL cards that don't support anti-aliasing you can fake it - you can render the scene to the accumulation buffer, then jiggle and rerender the scene a few times (something like that).
If you're going to do this, you should also do field rendering - to make things like twice as smooth when shown on TV.
Blender's renderer and external renderer export
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