Rendering, lights and materials

Preview and High-Quality Rendering

There are two rendering modes in PocketStudio:

  • Preview
  • High-quality

To switch between modes, press the F2 key.

You can switch between these modes in the scene editor, the sequence editor, and the player/rendering views. In other words, you can view the scenes, the sequences or your entire movie in either one of these modes.

Preview
High Quality

Preview

Preview mode uses rasterisation - the same kind of technology found in most, if not all, real-time rendering engines. This is the fastest possible way that GPUs can render 3D scenes today. The draw back is that it’s not easy to simulate lighting or rendering effects that contribute to the feeling of photo-realism (such as depth of field, motion blur, reflections, soft shadows, subsurface scattering, etc.). For this reason, preview mode is ideal for blocking scenes (a process called layout in animation), animation, lighting, camera or shading adjustments, or previewing shots with real-time framerates (above or equal to 30 fps).

Rasterisation is generally used in VR and AR, where real-time framerates (more than 30 fps - up to 60 or 90 ideally in the case of VR) are necessary.

High Quality

If photo-realism is important and speed is not critical, then high quality mode offers a suitable built-in solution. It uses a technique called ray-tracing, which is slower than preview mode, but produces images of professional film quality. As this technology progresses, we shall get real-time ray-tracing on highly complex scenes in the foreseeable future.

PocketStudio uses a GPU accelerated technique from Nvidia called RTX. Ray-tracing is a high-memory consumption technique: the higher the memory of your RTX GPU the better.

If you want to use the high quality rendering mode you will need an Nvidia RTX compatible GPU. Most Nvidia GPUs from the current generation, whether from the consumer (GeForce) line or the professional (Quadro) line will support RTX in some form.

Single vs double sided shading (backface culling)

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