

Another use of my favourite modifier: the mesh bomb. Used on the Utah teapot. Depth of field is a single pass mental ray effect, and for lighting I used a simple daylight assembly. I also left an animation with the DOF rendering overnight, which I will post soon along with some krakatoa particle rendering videos:

The original model was created in sketchup. It was then exported in .3ds format into 3DS Max. As I knew I wanted to have the camera close to the ground I wanted to avoid using bump or displacement maps, so I modelled the grating. I set the depth of field using camera.target distance:

This was my first attempt at polygonal modelling. I the gear as a hollow tube. Various faces were then Extruded, Bevelled, Chamfered, Offset etc. until I had my desired result. The gear was then instanced, and arranged as shown. The material is a very simply custom MR Material, utilising diffuse reflectivity. DOF was applied directly in mental ray as opposed to using a multi-pass effect:


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