gabrielefx wrote:what about realtime shadows?
GI?
phong shading?
glossy, reflection maps?
Show me a photorealistic render done with Ventuz.
Porsche interior Stereolize renders are flat for me.
Okay, sitting in a hotel room, so I'll bite.
First of all, you posted an image of what you wanted to achieve - none of the things you mention above are used in that image. And we have answered that - you could create a quality equal to that image in Ventuz 2006.
So, let's look at what you are talking about now.
Realtime shadows - There are ways to do this in shaders, but I agree with you.
GI - GI is not possible in realtime right now (i.e. 60fps) True Global Illumination requires true raytracing which is computationally far too expensive. The only systems that can do raytracing at all in a semi-realtime environment are software like DeltaGen, VRed, Bunkspeed etc, by throwing ridiculous hardware at it- and they do not do true GI, nor do they achieve 60fps. Even raytracing software such as Vray or Mental Ray generally cheat and cut corners to do GI at tolerable offline rendering speeds. So what you are asking for is a way to fake GI in a realtime environment. Apart from the fact that this is not needed in 99.99% of Ventuz projects, there are several ways to achieve dynamic complex lighting and shadowing with shaders. Spherical harmonics, dynamic cube environment maps, screen space ambient occlusion, etc
Phong Shading - you can do phong shading in Ventuz - that is what the HLSL editor is for. We use Gouroud by default because it is faster, all Phong does differently as far as I am aware is use vertex normals for the highlights. With sufficient geometry resolution this is a non-issue, and you won't get the quality you want without that resolution anyhow - phong or no. But if you insist on Phong, there are several HLSL examples, it is essentially a cut and paste. Or, an excellent first shader to write in order to learn HLSL - there are several HLSL tutorials out there on how to do this.
Glossy reflection maps? Ventuz supports reflection maps, specular maps, etc. Gloss as reflections with microfacets - see the AMD shader I mentioned, or
http://stackoverflow.com/questions/1179 ... ed-surface - that is GLSL, but you can surely convert it to HLSL.
Your example, done without any custom shaders:
You will notice the answer to almost all of these questions is 'use shaders'. This is what that node is for. If you want photorealistic 3D - then you can do it. BUT, you need to know what you are doing and it is work. So, that I guess is more the issue. What you are asking for, I think, is a system that lets you achieve these effects without needing to understand them. That is certainly something we can look at, but that is different to saying the tool cannot do it.