Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Things like Blender aren't built on a principle of efficiency. They're trying to look as good as possible. They can be told to carefully and painstakingly calculate how light bounces off six surfaces in succession, enters the surface of the skin, gets tinted by the underlying layers of the flesh and then reflects out again.
And then they can be told to calculate that twenty thousand times to make sure they get the smoothest and most realistic result possible.
That is why Blender can take hours to render and SFM will churn something out in (mostly) seconds.
There is a *lot* more to rendering, but you're not going to get those results out of any game engine - not for a great many years.
A 1920x1080 still picture took almost 10 hours for the render before it was complete and ready for exporting on something I was working on once because I had tweaked the render settings a little too high for my 2 gig video card.
But I will say this, the cartoon character almost looked like a real person when it was finished... (which wasn't the look I was going for)
I've heard this too, especially when rending 4k pictures or image sequences and they have the render settings set ridiculously high...
i did a character in cycles with cuda and final preset. took 15 minutes tho. it was a simple scene. if they'd get better shadows and ao i'd have done it on the glsl renderer. seconds to render.