Didn't really mean anything, (speaking entirely hypothetically)
But yes you did get what I was saying,
I don't think it's necessary to translate only when hitting render buttons.
(progressively, on creation/change, and/or on idle? even if not
necessarily saved with the scene)
But would storing all geometry be as heavy as the scene file itself?
(which might not be so bad)
or would it necessarily have to save geo for every frame for deformed
objects? (which might be bad)
And so, could all deformations potentially similarly be procedural as it
is in the scene itself?
How about displaced geo?
It seems Clarisse scene description is the same as it's renderer (both
seemingly being one thing)
Guess I was wondering if (theoretically) an app could natively save (or
pre-translate) scene info
(or enough for what the render needs to know)
in a format native to the renderer in the aim of not having to reinvent
a new renderer to avoid tranlations.
If at-all possible, I'm sure it would be a pain in the ASS ;)
to conform to a non-proprietary format for procedural scene descriptions,
but scene translation can sometimes actually take as long as scene
rendering :)
and Arnold is good enough that I don't think a new renderer would be
justified,
even if "no possible translation time avoidance" would be the answer.
(Theoretically hypothetically speaking)
And sorry if I sometimes think out loud ;]
ciaociao
On 30/01/2013 8:32 PM, Guillaume Laforge wrote:
> a dynamic ASS compilation as the scene is built saved in parallel
with the scene
Not sure to understand what you mean by "ASS compilation", but storing
all the geometry in an ass file would be very heavy. Flora
can generate the trees at render time in Arnold or in real time in
Softimage/Maya/CreationApp. It is definitely the best way to do when
dealing with any kind of heavy scene :).
If only I could have use Creation Platform for CrowdFX... you could
render tones of characters without problems!
:D
Guillaume
On Wed, Jan 30, 2013 at 7:54 PM, Jason S <[email protected]
<mailto:[email protected]>> wrote:
Okay, maybe I was really dreaming there..
perhaps a dynamic ASS compilation as the scene is built saved in
parallel with the scene ? (speaking through my hat but)