|05 May 2013||#1|
london, United Kingdom
Join Date: Apr 2008
1990's visual effects
I got a question hopefully someone has some knowledge on..
I am curious to know the differences in VFX shots of lets say monsters from pre 2k era movies from what we can expect to day.
The game has changed drastically with new lighting a texture techniques.
We're now also shooting in up to 5k resolution.
What's got me thinking on this is watching old school deep rising from 1998 and godzilla.. They've got the 90's cgi look to me. It still looks great but just... am I right in saying.. not as detailed as what we get today or is the more to it.?
Does any one know what resolution the effects were generally outputted back then and is this the reason for why they look less detailed.
|05 May 2013||#2|
Performance Technology Supervisor
Join Date: Jul 2002
The output resolution has very little to do with what you see.
Back then displacement could be rendered comfortably in PRMan, but there was no way to produce the carefully crafted maps (ZBrush was the big breakthrough there).
AOVs and passes were available, but compositing was expensive and limited.
Natural grain inducing models were unavailable, leaving lighting often soft and with little intricacies.
Memory was limited, and painting maps was a pain in the arse, not to mention the quick bashing and referencing offered by google at your fingertips these days makes more of a difference than you'd ever believe.
I started in '96.
In '96 for film you'd render a bit short of 2k most of the time, but it was ok, the upscaling was introducing a softness that didn't hurt in re-aligning to the film scan. What changed is that we now can easily produce details on many different stages of an asset that combine into a richer result, and that result is then fed to shading and lighting model with a livelier and more intricate response.
Most of the change is, basically, in source resolution, not the output's.
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