CGTalk > Main > General Discussion
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 05-08-2013, 11:05 AM   #1
namelesshero
New Member
james
london, United Kingdom
 
Join Date: Apr 2008
Posts: 27
1990's visual effects

Hi guys,

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.

thanks
 
Old 05-08-2013, 11:12 AM   #2
ThE_JacO
MOBerator-X
 
ThE_JacO's Avatar
CGSociety Member
portfolio
Raffaele Fragapane
That Creature Dude
Animal Logic
Sydney, Australia
 
Join Date: Jul 2002
Posts: 10,954
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.
__________________
"As an online CG discussion grows longer, the probability of the topic being shifted to subsidies approaches 1"

Free Maya Nodes
 
Old 05-08-2013, 04:46 PM   #3
namelesshero
New Member
james
london, United Kingdom
 
Join Date: Apr 2008
Posts: 27
Thanks a lot this has answered my questions greatly!
 
Old 05-08-2013, 04:46 PM   #4
CGTalk Moderation
Expert
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 04:41 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.