|
What was the breakdown of
the two versions?
The project consisted of two
12-second 24p high definition sequences, one for
32-bit and one for 64-bit. I basically did everything
in the scene: Design, modelling, texturing, rigging,
animation, lighting, particle effects, and rendering.
I also created the music for the clips.
It's important to understand
the concept for the comparison. The project was
never intended as a direct render speed comparison
- for one thing, the 64-bit scene couldn't even
be loaded on the 32-bit machine. I'm not sure
how valuable it would be to push a reduced detail
scene through the 64-bit system just for a raw
speed comparison either. I think focusing exclusively
on render speed differences would be missing the
point of 64-bit advancements: this project was
meant to illustrate the bandwidth and scene complexity
benefits gained from these 64-bit software and
hardware advancements.
It's also important to realise
that both renders were done in one render pass
all in-camera. No compositing of separate elements.
The 64-bit scene included radiosity, area lights,
volumetric lights, raytraced shadows, raytraced
transparency, raytraced refractions, raytraced
reflections, hypervoxel particles, fog, high resolution
4k texture maps, and procedural textures. Also,
the raytraced aspects of the scene were compounded
by hundreds of creatures all rendered together.
|