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HappySqurriel said:
Mad55 said:
coresnake said:
Yeah. I'm sure every game engine has a 'switch' to enable raytracing, if only devs would flip the switch, all games would instantly be raytraced!


God you are full of shit.

It's not a switch You have to program to utilize it in anyway from what ive seen and experienced. Though in 3ds max its just a option to check in the systems material editor its great for reflections. Also why call me full of shit im not a liar or anything nor did I come off as hostile towards anything you've said if im confused as to what your all talking about specifically tell me?


Don't take this the wrong way, but you should probably avoid talking about stuff you really don't understand ...

Most fully featured modeling packages like 3D Studio Max come with multiple rendering packages, typically one to render images/videos in real-time which generates images while you're modeling and to handle previews and one to handle the high quality output that renders a single frame in multiple seconds/minutes. The real-time rendering is typically done using a raster scan-line algorithm while the high quality renderer is typically an advanced ray-tracer.

I haven't dealt with 3D Studio Max in several years, and I wouldn't be surprised that it now allows simple previews of textures on spheres in real-time using a ray-tracer, but this is substantially different than what is typically associated with real-time raytracing.

I'm a senior game programmer in college and me and a team are working on our senior project and i have to do lot of the modeling even though thats not my thing and if I read about raytracing for lighting and use it based off tutorials and it works good for me I assume i know about it to some degree. I even said a few posts back that i didn't know exactly what everyone was talking in exact detail. Though i'll never not add to a conversation just because i don't know everything about something if i wanna post i will.