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by NathanKP
5813 days ago
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Actually, it shows in the first video that you can interact with the materials in real time in the 3D graphics package, albeit with less accuracy. So it shows the use of the mouse to drag a data point and stretch a squishy, gummy object that breaks and snaps back. That was real time interaction. Of course it didn't have nearly as many data points as the high res renders at the start, but I was still very impressed by that real time use of the engine. That means that if can surely be used for 3D games as well. |
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It's a different problem domain. An effects system for movies will have tons of configurable knobs and parameters, allowing the artist to tweak it so it's exactly right for that shot. Some of these settings will produce interesting and gorgeous effects, but they're designed to allow maximum customizability. If the system has some artifacts in particular situations, they can easily be worked around by tuning some knobs, adjusting the camera angle, etc. Hell, you can even paint in 2d over the final output frame.
In a game, the effects have to look good from all angles and in all situations - many of which you don't know in advance. When I wrote a cloth simulation for a game, most of my time wasn't spend developing the core sim (which took all of an hour or two), but actually spent making sure the cloth behaved appropriately under all circumstances - even when the player would make sudden, exaggerated movements and animations (some of which weren't even physically possible).