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I don’t know what you’re trying to prove here.

This is totally different tech and a totally different video.

It’s pretty easy to create photorealistic work in blender when you have high resolution textures and photogrammetry of what you’re reproducing, I’d challenge you to find similar textures of planets or every building in New York City.

The video authors focus seems to be mostly on the shaders and volumetrics used for the large scale “simulations” not on making insanely high fidelity assets for the speaker or etc.

It’s also worth noting that the most jenky thing by far in this video is the animations/facial simulations which are not even consistently solved in billion dollar productions yet, let alone one guy



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