pixelesque
Joined 3 years ago
Joined 3 years ago
Hyphens should be used to link compound/suffix words, not em dashes.
e.g. I see a general lack of reserve()s on strings and vectors (a few tests do use them a bit, like `graph` and `particles`), and there are several other things which I wouldn't personally call "optimized", so I assume those ones are the 'idiomatic' ones?
Same goes for the Rust code: a lot of the code seems to be using Vec::new() and String::new(), instead of ::with_capacity() which would optimize the memory re-allocation (reducing it as the containers/strings grow).
If I reduced the res a bit, then it worked, so there did seem to be a limit there somewhere. height and width are stored as u32s internally though, so yes, the format itself technically supports it...
I never looked into it more, so might have been a libavif issue, or maybe the way I was using it (maybe it has defaults or profiles?)
The only two lights (they're not 'houses') on Stewart Island are actually on this map.
The Snares don't have any.
Looks like a bug with the view origin point being mis-matched with what the view's actually focused on - maybe high-DPI scale mis-match?
Although this one has done a reasonable job at culling most of those out, at least on the south coast of England.
Some of that was due to just human time resource constraints (and assets being modeled for director validation at full screen turn-table resolution, but then just used at 1/8 size in the film), but other times it was just people losing context as to what was "needed" or would even make any difference (unfortunately, often without considering the "cost" - in terms of memory usage and CPU-time for rendering / compositing) - vs look difference.
Then there are questions from the artists like "Why's this rendering so slow, it's 'only' a load of skyscrapers in a city with the camera 0.5 km away?"
You then have a look at what's actually going on, and all the rooms in the skyscrapers have modeled (and lookdev-ed) furniture and things like lamp shades around lights. Which A: is expensive memory-wise and just silly, but also makes light-transport to sample all the lights and light the scene (even with clever NEE light-sampling techniques) stupidly expensive.
Then again, that same building, this time being rendered from about 300m away was very slow to render, and we looked at the BSDF material stack, and there was a homogeneous volumetric scattering layer on the glass windows. Like - WTF - that's insane for a uni-directional path-tracer (and physically wrong). "What's this for, this is why it's so slow.?"
"Oh, it's to represent the algae/dirt on the glass".
"I'm sorry!?"
The website mentions:
> FLUX 3 Image is available under a commercial weights license for companies running image generation at scale. Fine-tune and deploy it on your own infrastructure. Reach out to us to learn more.
I guess the open ones would be non-commercial?
(Ex-CG/VFX renderer dev)