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Comment by virtualritz

While impressive, this misses the point. The Moana scene is a test scene for /renderers/.

It is not meant to be used inside a DCC app, as-is.

If you import data of this complexity into a DCC app your workflow is broken/you are doing something wrong.

That said – I think it's very cool if you can import such heavy geometry and your DCC app doesn't crash. But in 15 years of working in VFX I never dealt with heavy data inside a DCC directly. Indirectly yes, through proxies.

The three most interesting metrics for this scene are, if you're a renderer author (sorted by importance during lookdev/lighting):

1. Time to first pixel (is it seconds or hours?).

2. Time to completion (does it take days/hours/minutes?).

3. Memory footprint (does it 'fit' or does it go into swap?).

Two more are: subdivs and PTex.

I.e. can the renderer do true subdivision surfaces (vs just subdividing the geometry n-times leading to silhouette artifacts under certain viewing conditions)?

And: can the renderer ingest PTex textures or do you have to create UVs somehow and convert all the textures into UV-based ones before you can use the original Disney dataset?

parent virtualritz 4 years ago

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