|Yes, my handwriting really is that bad.|
|Crazy idea bullet points and visualisations.|
So I've set that aside for a short while. I plan to return to it when I go abroad as I'm leaving my laptop behind in an attempt to isolate myself from distractions.
Speaking of distractions, it has been a little while since I got a good fix of renderine so I decided to check out global illumination again in Mental Ray. I used an old scene from the WHAT project to contrast and compare the global illumination (GI) with final gather (FG). The primary difference between the two being that GI uses photons emitted from each light to calculate bounce lighting and colour information. I thought it'd be much slower but turns out rendering begins almost immediately and so it avoids the disadvantage FG has, where it needs to pause and think for a couple of minutes (depending on scene complexity) before painting a single pixel
|Bearded and Eyebrowed. Doesn't he look cuddly?|
As part of my completely fruitless quest to find some work experience over the summer I crafted a new showreel. Tips for anyone trying the same thing, don't ring up double negative and try to blag your way into a conversation with their head of 3D, and get in touch with the smaller companies. Two of these smaller companies have been the only ones to volunteer any kind of response which was heartening, so while there's almost no hope of experience this summer, perhaps in Christmas or Easter holidays? Behold:
Some exploration of the betrayal, pride, and commitment that one strategy game engenders in the player, and how it takes the concept of 'realtime' to another level.
Some lengthy writing on experiential game prose, but its done with such personality and sincerity that its worth keeping an eye on what they do next.
One blogger plays through Call of Duty: Black Ops and comes to the conclusion that its war porn. I like this person, well worth your time.