A collection of sliced hemispheres were compounded into a single object, and then used as dummy objects in a 3D crowd simulation. This is a snapshot, involving an HDRI, skylight as well as a variety of camera effects. Post-production carried out in Oloneo PhotoEngine.
Monday, 23 April 2012
Crowded Spheres
Tuesday, 7 December 2010
Sierpinski's Calm
Proof Of Concept I |
Proof of Concept II |
Oily |
Saturday, 18 September 2010
Wednesday, 2 June 2010
Conceptual Particle Bridge/Toon Shaders
Friday, 14 May 2010
Pen....ROCKET - Continuation of Pen Modelling
Extrusion by Polygon
Subsurface scattering material used for flames.
Omni light and glass material used for flames.
Extrusion And Scale
Labels:
3d,
3ds max,
Editable Poly,
Extrude,
mental ray,
Pen,
Rocket
Pen - Hard Edge Polygon Modelled, MR Rendered
Initial Model - Proof of Concept - Modelled with control edges and turbosmooth.
Initial Presentation
Two Pens - Environment Added
Depth of Field Added -further modelling done.
New Environment Test
Colour Corrected Environment Map
New Layout/Composition
Environment Added
Perspective Left View - Lens Correction
New Composition
Labels:
3d,
3ds max,
background,
Contrast,
depth of field,
DOF,
Editable Poly,
mental ray,
Pen,
Post-Processing
Wednesday, 12 May 2010
Saturday, 24 April 2010
Walkway
In a previous post of mine I had a sketchup-exported model of an odd building with a walkway. Digging out some old renders I came across these:
Looks as if I used a mental ray sunlight haze-driven system paired with a fog effect. In conjunction with these I seem to have used some custom MR materials. New material coming soon.
Looks as if I used a mental ray sunlight haze-driven system paired with a fog effect. In conjunction with these I seem to have used some custom MR materials. New material coming soon.
Labels:
3ds max,
architectural,
Daylight,
Haze,
Sketch Up
Sky Models
3DS Max presents us with 3 different sky models to use: CIE, Haze, and Perez. Note that all the images below have undergone levels correction as a post process.
At render time, the fastest was CIE, then Haze and Finally Perez. Apparently CIE is designed to be fast and accurate, and Perez is designed to be used in conjunction with real weather data files. It appears to me as if the haze driven model is designed to look accurate, without actually being so.
At render time, the fastest was CIE, then Haze and Finally Perez. Apparently CIE is designed to be fast and accurate, and Perez is designed to be used in conjunction with real weather data files. It appears to me as if the haze driven model is designed to look accurate, without actually being so.
CIE System |
Haze Driven |
Perez Model |
Labels:
3d,
3ds max,
Ambient Occlusion,
CIE,
Daylight,
Global Illumination,
Haze,
Light Study,
mental ray,
Perez,
Skylight
Tuesday, 23 March 2010
Solidworks Surface Modeling
Having gotten used to the Solidworks workflow I decided to move on to something a bit more challenging - surface modelling. For the subject I chose to model a car. I began by sketching out the profile, and then by sketching guides to extrude this profile along (using the boundary surface modifier):
This resulted in a mesh (having 3 dimensions but a thickness of 0). The blue and lines coming out of the mesh, "combs", show the curvature at that particular point. During manufacture this would correspond to the amount of bend that point would have to undergo to achieve the required shape:
Having brought this mesh into photoview for a test render, I realised that the scale of the mesh was incorrect. To fix this I added a scale modifer to the stack. From there on I added thickness to the surface and modelled a cockpit and adjusted some of the colours. The image below is a screen shot of the finished shell part, and therefore will not be identical in colour or geometry to the render.
This was opened up in photoview for the following render:
But what is a car without wheels? I started a new assembly with the car shell and a new wheel part, which was built seperately:
The wheel was locked in place by using perpendicular, coincident and concentric mating pairs. I only added wheels on the back to begin with. The following renders were calculated in photoview:
This is where the problems began. I wanted to incorporate front tyres too, but the current ones looked too small (on both the front and the back). The front of the car also dropped lower than the base of the rear tyre, meaning that I would have to enlarge the rear tyre to sustain the profile. However to do this I would need to alter the initial sketch profile of the surface cage. When I tried this I got many rebuild errors due tot he scale before adding the other features. So in the end I decided to bring the wheel out from the body of the car, resulting in a caricatured/remote controlled look. The front tyre was a copied version of the rear tyre with the scale changed. The wheels were then rigged to the axles, and then an assembly belt was added. This meant that if and wheel was rotated (i.e if it were moving along the ground), the opposite tyre would rotate at the same rate and the other tyre pair would rotate at the correct speed (faster or slower depending on the diameter ratios). The final assembly and belt can be seen here:
Opened in photoview for the following renders:
This resulted in a mesh (having 3 dimensions but a thickness of 0). The blue and lines coming out of the mesh, "combs", show the curvature at that particular point. During manufacture this would correspond to the amount of bend that point would have to undergo to achieve the required shape:
Having brought this mesh into photoview for a test render, I realised that the scale of the mesh was incorrect. To fix this I added a scale modifer to the stack. From there on I added thickness to the surface and modelled a cockpit and adjusted some of the colours. The image below is a screen shot of the finished shell part, and therefore will not be identical in colour or geometry to the render.
This was opened up in photoview for the following render:
But what is a car without wheels? I started a new assembly with the car shell and a new wheel part, which was built seperately:
The wheel was locked in place by using perpendicular, coincident and concentric mating pairs. I only added wheels on the back to begin with. The following renders were calculated in photoview:
Front 3/4
Right
Rear 3/4
Rear Tyre, Depth of Field
This is where the problems began. I wanted to incorporate front tyres too, but the current ones looked too small (on both the front and the back). The front of the car also dropped lower than the base of the rear tyre, meaning that I would have to enlarge the rear tyre to sustain the profile. However to do this I would need to alter the initial sketch profile of the surface cage. When I tried this I got many rebuild errors due tot he scale before adding the other features. So in the end I decided to bring the wheel out from the body of the car, resulting in a caricatured/remote controlled look. The front tyre was a copied version of the rear tyre with the scale changed. The wheels were then rigged to the axles, and then an assembly belt was added. This meant that if and wheel was rotated (i.e if it were moving along the ground), the opposite tyre would rotate at the same rate and the other tyre pair would rotate at the correct speed (faster or slower depending on the diameter ratios). The final assembly and belt can be seen here:
Opened in photoview for the following renders:
Satin Finish Front
Gloss Finish Front
3/4 Black
3/4 Final
Labels:
3d,
Car,
depth of field,
DOF,
Features,
Photoview 360,
Post-Processing,
Racer,
Sketch,
Solidworks
Thursday, 18 March 2010
More Attempts in Solidworks
In this image I attempted to replicate a windows flag. The flag was constructed using the following steps:
Here I was experimenting with recording and using macros. I recorded a macro to offset the boundary of the selected face inwards 10mm, and then to extrude cut this new sketch inwards the same amount. The object is meaningless, but in creating was useful practice for becoming a more efficient Solidworks user.
- An equation-driven spline (using y=sin(x) between 0 and 2 pi) was sketched on the front plane.
- This curve was offset, and then the ends were joined.
- This face was then extruded by a distancce of 2 pi [mm].
- Two rectangles were sketched on the top plane, and an extruded cut feature with a through-all distance parameter was applied to this sketch plane.
- This resulted in the part being split into 4 bodies, which I then apllied textures to and rendered in Photoview 360.
Here I was experimenting with recording and using macros. I recorded a macro to offset the boundary of the selected face inwards 10mm, and then to extrude cut this new sketch inwards the same amount. The object is meaningless, but in creating was useful practice for becoming a more efficient Solidworks user.
A Quick Word On Post-Processing
Having realised that almost any renderer will churn out a washed out image, I've decided to post-process my renders from now on.
This is done by importing the .jpg file in photoshop (although any program with a histogram will do), the black threshold is then defined in the levels dialogue box either by using the colour droppper or moving the black slider to the right. This is then repeated and adjusted with the white point. This has the effect of squeezing all colours available in to between the two markers, contrasting the image. The curves and gamma are then adjusted to meet my requirements. Here is an example of what this method can be used to do:
Subscribe to:
Posts (Atom)