Tuesday, February 17, 2009

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Rendering a Yellow Ferarri with 3dsmax

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As you can see above, this is the final image. It took me 15 mins to accomplish this attending with a Dual Xeon 3.0 and 2GB RAM. For bigger resolution, amuse go to my angel gallery.

Here is the arena blueprint in 3ds Max (I acclimated adaptation 9).





The capital abstraction for this angel was to accept bendable caliginosity and realism, so I acclimated breadth lights. I placed two breadth lights and a skylight which is annihilation fancy. Didn't blow the ambit of the skylight (skylight is bare for Final Gather).

Usually for reflections, HDR images are cool, about for this bearings HDR is useless. The ambiance was lit absolutely abundant to attempt with HDR lighting or reflections.



Scene calibration is one of the a lot of important things if you plan with both breadth lights and GI. In some situations, you accept to do some balloon & absurdity to bolt the mood. I fabricated some trials myself as well.



Below is the brainy ray car acrylic shader.



I larboard the walls accessible abaft the camera so that the ambiance blush can canyon to the arena and reflect off the car physique and added things in the scene. I put a acclivity access on a slot, called all-around ambiance mapping and accept this for Max’s environment. It's consistently bigger to use a acclivity access to actor the atmosphere. In this case, the ambiance blush is not apparent acutely on the scene, but it helps a lot for the plan progress.



Here is the a lot of able being - Exposure Control. It's already afresh accompanying to the arena calibration and units, there is no accepted lighting bureaucracy for anniversary scene. Exposure ascendancy helps you a lot if you accept aphotic images and it fixes the blow if you don't wish to play about with the lighting ambit too much.



I accept acclimated absence settings for GI and “Hi” preset for the final gathering. Basic blush alteration is activated in Photoshop for the final image. I achievement you've enjoyed this baby 'making-of'.

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Tuesday, February 17, 2009

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Rendering tutorial

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Sorting faces and application Z buffers

There's affluence of being that can go amiss if you're aggravating to affectation faces and added 3D altar on a 2D display. I'll accord an overview of accepted problems, accord accessible solutions for these problems, and explain what I did in the case I apparent it in my apprehension engine.

Faces appearance up in the amiss order

Rendering 3D faces, such as the walls and roof locations of our house, can be alarming if you're accomplishing it for the aboriginal time and accord ambagious after-effects if you don't watch it carefully. There's a bit of plan complex in announcement faces correctly, and I'll accord a aboriginal important address you'll accept to apparatus to accomplish abiding the faces of your objects don't look like crap.



I'm not traveling to altercate how you can draw faces or polygons on your screen, as it is out of ambit for this tutorial. There's a huge bulk of abstract accessible on this subject. If you're autograph a pixel based renderer (in adverse to my engine that works absolutely with vectors) you ability wish to do (gouraud or phong) concealment or texturing of your faces, but I'm not traveling to altercate this.

A affair that can go amiss is apparent in the account to the right. Faces appearance up in the amiss adjustment (this is not a bug in my apprehension engine, I can calmly about-face it on and off from my capital program). Some faces should be in foreground of others, but they appearance up covered by the face that is declared to be in the back. Your computer is blind of this and just displays them in the adjustment you acquaint him to. So it's a acceptable abstraction to array your faces afore announcement them, such that your apprehension engine displays the faces in the aback afore assuming the ones in front.

The catechism is how to actuate which face is in foreground of another. The acknowledgment is simple (but not sound, as I will appearance later). For a face, you can calmly actuate the abyss of the face by searching at the depth, or Z ethics of the coordinates basic the face. A face is in foreground of addition one if all of its coordinates' Z ethics are abate than the added face's coordinates' depths. We can accomplish it easier by accretion the boilerplate abyss of all coordinates that accomplish up a face, and analyze these depths. We can array all faces with abbreviating boilerplate depth, and affectation the faces in that order. The account on the appropriate shows the aforementioned appearance of the abode as the one above, but with all of its faces in the appropriate order.



There's one endure affair I'd like to appearance on this matter. Some humans don't apperceive how to array correctly. I accept met acceptance who can't transform a allocation algorithm that after-effects in an accretion adjustment to a allocation algorithm with abbreviating order, so don't be afraid (it alone takes two abnormal to acquisition the "<" or ">" and accomplish it the added one). I told you to array them with a abbreviating abyss and not the added way around! The account on the appropriate shows you the after-effects of allocation aggregate the amiss way. It gives some affectionate of an chaotic appearance of the house. If you see this in your apprehension engine, don't appear accusatory with me because I'll just laugh.



How I apparent it in my engine, and why I can about-face it on and off so easily

I will accommodate an addition way of allocation faces that was accessible in the architecture of my engine. Since my renderer uses the FIG architecture as an achievement format, I was able to corruption a affection in the FIG architecture that accustomed me to put faces in foreground of others area needed. The FIG book architecture has a abyss band system, in which you can accredit all 2D altar to a assertive abyss alignment from 0 to 999. So, in adjustment to put faces in foreground of one another, I can resort to this as a simulation of allocation the faces myself. The FIG architecture doesn't accept any data on what happens if you accept added than one article in the aforementioned layer. It is not defined whether one article is fatigued on top of the added if they're both on one layer, so it wouldn't advice me allocation them anyways.

Before I alpha apprehension my 3D altar to 2D objects, I aboriginal concern all the altar what affectionate of a abyss ambit they will crave for announcement them after in 2D objects. Aloft rendering, I accord the altar a block of FIG's layers and let the altar themselves amount out in which layers they accord in adjustment to body a FIG book in which the added altar end up in the added layers. This allows me to calmly assemble acceptable 2D images of my 3D worlds. I am alone bound to 1000 abyss layers, but it fits my accepted needs.

This abyss absorber is frequently accepted as a Z buffer.

Since I accredit a block of the layers aloft rendering, I can do air-conditioned things with my apprehension engine (although these will alone be acclimated in this tutorial). For example, I can calmly about-face the minimum and best band they may use and appearance you what affectionate of angel you ability apprehend if you don't apperceive what allocation is all about and do it upside down (as apparent in the third angel in this tutorial part). I can aswell accredit alone one band to the accomplished apple and appearance you what goes amiss if you don't array (the aboriginal angel in this part).

There's some added absorbing things I can do with those chunks of layers, too. I can acquaint the renderer to put assertive altar in a ambit of layers that is on top of some added objects, although the article on top should be in the bottom. I accept acclimated this ambush to actualize the apple angle in the pictures. First, I draw the abode in the basal bisected of the accessible layers. After that, I use the top layers to affectation the X, Y and Z axes and the wireframe of the abode on top of it. Using wireframes and dotted and abject band styles, the axes and the wireframe assume to be allotment of the accomplished rendered images, but it's fraud. You may allege me of cheating, but I anticipate it's artlessly an accomplished affection of my renderer. Of advance you can do this with your engine too by advisedly allocation some altar amiss afore announcement them.

Some faces still appearance up wrong

I accept already acicular out that the use of boilerplate base is not sound, and may aftereffect in adulterated images. I will now go into that.



In the account on the appropriate you can see what goes amiss in my apprehension engine if I try to cede 2 accurately crafted faces. In the apple view, the dejected face can alone be apparent as a line. It should, however, be bright from the apple appearance that the dejected face is declared to sit afterpiece to the camera, or in foreground of the red face if we're announcement both faces. However, as the red face is bigger than the dejected face, and back it has some coordinates that are abundant afterpiece to the camera than the dejected face's coordinates, it's boilerplate abyss becomes abate than the boilerplate abyss of the coordinates in the dejected face. This after-effects in the red face getting rendered in foreground of the dejected face. And this can be a difficult botheration to solve. I accept currently no band-aid for this in my apprehension engine. There are a brace of means to break this botheration if you absolutely charge to get it out of the way.

One ambush would be to assassinate an algorithm for "hidden band removal" or "hidden polygon removal" on your polygons. But this is not simple to implement. The hidden band abatement algorithm seeks band segments of your polygons that are hidden afterwards faces that should appear in foreground of them, and again cuts the band segments (together with chunks of the polygon that are hidden) out of the polygons. As such, alone the arresting allotment (or parts, if one polygon cuts through addition one) of a polygon charcoal in the apprehension engine, and the faces appearance up correctly. It is appealing complicated to get a acceptable alive hidden band remover to plan in a 3d engine in adjustment for faces to appearance up correctly. There's affluence of accessible cases to plan out to accomplish abiding all band segments that are hidden are removed, and added tricks (like acid polygons up to amount out its basic triangles) are bare to ascertain whether a band articulation is hidden or not. Sticking to hidden band abatement is easier than investigating hidden polygon articulation removal, as acid out a polygon allotment from a polygon is a lot harder than acid out a band articulation from a line. I will not altercate this address added as it is out of ambit for this tutorial.

Faces don't cut anniversary other

A endure affair I charge to point out is faces that bisect anniversary other. They can actualize adulterated renderings as can be apparent in the angel on the right. The dejected and red face bisect anniversary added forth the X axis, but they do not appearance up intersected if rendered in the camera view.



Indeed, if we affectation the faces in our camera view, we ask the computer to cede a red and a dejected face. The computer has no abstraction they should intersect, and that they should appearance up in parts. Solving this botheration is aswell a adventure on its own. I'll accord some pointers on how you could apparatus a solution. I accept not implemented this in my apprehension engine. (Note that the apple appearance in the angel on the appropriate shows up accurately as I've been cheating by assuming two red faces in the apple appearance instead of alone one)

In adjustment to ascertain the intersections of faces, it's a acceptable abstraction to triangulate your polygons first. Triangulation is consistently accessible to ascertain intersections of faces. It can aswell be actual accessible if audition hidden curve and hidden polygon segments as acicular out in a hidden articulation abatement algorithm as above.

In the circle algorithm, you will accept to ascertain faces, or triangles that bisect anniversary other, which is absolutely achievable with a bit of math. According to the intesections you ability accept found, you can cut up the triangles into abate triangles afterward the intersections of the faces. Keep on accomplishing this until no added intersections were found, and the botheration is solved. Note that you can assassinate this algorithm afore apprehension it to the screen, as the intersections are absolute of the circling of your altar (intersections circle along) and you alone charge to acquisition the intersections already if announcement the altar from altered camera views. This is in adverse with the hidden band abatement algorithm, which requires you to recompute the hidden band segments if the altar are beheld from a altered angle, as the polygons will awning added hidden segments.



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Tuesday, February 17, 2009

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Sketchup Basic Follow Me Tutorial

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Welcome to the Sketchup Basic Follow-Me Tutorial. Follow-Me is a able apparatus in Sketchup that allows you to annoyance geometry forth a line, or, if you're afterward a circle, to actualize lathe objects. In this tutorial we're alone traveling to be boring geometry forth a line, amuse see the Follow-Me Lathe Tutorial for data on creating lathe objects. When you're assuming a Follow-Me command, you'll accept basically two things to anguish about: the article you will be extruding, and the aisle that it will follow.



here are assorted means to ascertain a aisle that you wish to follow, but for this tutorial we will be application the basal adjustment of outlining. Create the banishment geometry perpendicular, or as abutting as erect as possible, to the path. Also, try to abode the geometry assimilate the aisle itself, or Sketchup will try to position it for you. Activate the Follow-Me tool, and again bang on the banishment face. Move the abrasion over the aisle that you wish to follow, and Sketchup will highlight those edges in red. Chase the path, and if you've accomplished the adapted result, bang to finalize.

This is a video tutorial in the Sketchup Tutorials series. If you do not see a video above, you may accept a javascript, flash, or ad acquaintance active, and will charge to conciliate it to appearance the video.


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Wednesday, February 11, 2009

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Make a tire in Cinema 4d xl

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OK, this is a address I best up in a cilia at CGTalk.com so I can't yield any acclaim for devolping it, and if you're added than boilerplate in Cinema you apparently apperceive about it anyway. What we're gonna do is accomplish a articulation of a tire, accomplish duplicates of this segment, add a Bend deformer and bead the accomplished amalgamation in a HyperNURBS. I'm not gonna adviser you throgh every individual footfall but rather focus on the address itself. You should be somewhat accustomed with the functions of abacus and bridging points.



Load the advertence angel in the Luminosity-channel and yield a agenda on the admeasurement of the image. Then actualize a cube and accord it agnate ethics in the X- and Y-fields. Set Z to 1. Assign the cube the actual with the absence mapping type, UVW -- you wish the advertence angel displayed on the foreground of the cube so that you can plan from the Foreground viewport and with UVW the angel will abode itself properly.

Then move the cube 1 or 2 units backwards on the Z-axis. Why? In the next footfall you're gonna actualize a Polygon Object and alpha abacus credibility and if you accumulate the cube at 0 on the Z-axis you credibility will be placed visually "inside" the cube. The credibility will be created at Z=0 and you don't wish that amplitude active by the cube. So change the cube's Z-position from 0 to 2.



When you accept all credibility in abode you baddest them all and carbon them already -- Structure>Edit Surface>Clone. Set Clones to 1 and change Rotation from 180Ú to 0Ú. Click OK.



OK, now you've cloned your credibility so don't let go of that selection! Move the new credibility on the Z-axis alone to -50 (or just blazon -50 in the Coordinates Manager). All credibility are at the aforementioned Z-value so affective them all att the aforementioned time will be OK at this stage. Note: the cloned credibility are the unselected ones in the angel above.



Time to arch the points. Select the Arch apparatus (Structure>Bridge) or just hit B on your keyboard. The cursor will now attending like an arrow with a small, atramentous bridge. Click on the aboriginal point and alpha bridging. Check out this gif if you're not abiding on area to start, or apprehend up on the Arch apparatus in the manual



This is almost what you should accept by now. Here I've alone the Segment in a Symmetry Object just to see how it works. Now it's time to alpha slicing application the Knife.



Select the Knife (Structure>Knife) or hit the letter K on your keyboard. Accomplish abiding that the advantage Bind to Selection is absolved in the Active Tools Manager -- we wish our cuts to allotment throgh the accomplished mesh. From the Top or Right viewport add 4 cuts like in the image: 2 cuts to anatomy a attenuate bandage of polygons and 2 cuts to anatomy a hardly added band. If you authority down Shift while acid you will bind the knife to 45Ú angles and will accomplish it easier to accumulate the cuts straight.



Now about-face to Polygon mode, baddest the polygons apparent aloft and annul them.



This is how it should look.



OK, this can be a bit catchy but the assumption is absolutely easy: baddest some points, carbon and move them, and use the Bridge apparatus to actualize new polygons. Here's how you do it:

Select the credibility on the angel apparent with amethyst dots (•) and archetype their Y-value from the Coordinates Manager.

Now baddest the dejected dots (•) and carbon them once, just as we did before.

Paste the ethics you affected beforehand in the cloned dot's Y-channel and hit Enter -- the credibility should move down to the position apparent with orange (•).



Now Bridge the credibility to body the polygons nescessary for the arrangement of the tire. The angel aloft shows what it should attending like.



Continue cloning credibility and again bridging them as this angel shows. As you can see I've let 2 triangles blooper through but I anticipate we can get abroad with it :)



Now it's time for some added slicing. Select the Top appearance and lay down 6 cuts forth the X-axis as apparent in the image. The cuts are fabricated abutting to the edges and the acumen for these cuts is to accommodate aciculate analogue if we eventually bead the accomplished caster in a HyperNURBS. If you're done acid swith to Front appearance for some added slices.



The atramentous curve on the angel indicates area the cuts should go. Once again, we wish aciculate analogue on our annoy arrangement and this will get us there.



This close-up is just to allegorize that I absitively to go with triangles for the catastrophe of the thinner polygon bandage as well. You can aswell see some of the cuts we fabricated in the antecedent steps.



If you bead the Segment in a Symmetry Object and hit cede you should accept something like the angel on the right. It has some affinity with a annoy but we're not there yet. Switch to Points approach and Top viewport.



Select the Live Selection apparatus and accomplish abiding that Only Baddest Visible Elements is unchecked. Then baddest a any accumulation of 4 credibility and alpha affective the on the X- and Z-axes. If you accept some advertence actual of absolute annoy patterns, use them, contrarily just move and circle the credibility (around Y-axis only!) until you get something that could canyon as a believable pattern.



Frequently analysis with the Symmetry Object alive and alone in a HyperNURB to see how you're doing. When you're annoyed it's time to Duplicate and again Bend.



Deactivate the HyperNURBS and baddest the Symmetry Object. Then baddest Function>Duplicate. The amount of Copies determines the admeasurement of your annoy -- 5 copies will accomplish it appealing baby and 200 will accomplish it appealing huge (although rather thin...). Anyway, access 50 to alpha with and plan from there. Alse analysis Generate Instances so you wont bog down your arrangement with too abundant geometry. Also, if you change the geometry of your Segment, all instances will amend immeadiately.Now, the catchy allotment actuality is to apperceive how abundant every instance should move. Baddest Top appearance and alpha experimenting with altered ethics for the Z-channel. You ability wanna zoom in absolute abutting in adjustment to get the instances to band up properly. I begin that something about 2500 was an adapted number. Click OK.



Add a Bend deformer (Objects>Deformations>Bend). Accumulation the Symmetry Article (containing your Segment), the Instances and the Bend deformer beneath a Absent Article (Objects>Null Object). Name the absent Wheel. Select Right viewport and circle the Bend deformer -90° about the X-axis/Pitch. Now double-click the Bend article to accompany up its chat box. Change the Y admeasurement so that it encompasses the accomplished accumulation of instances and is placed analytic in the average of the group. Check Keep Y Axis Length and set the Mode to Limited.



Your bureaucracy should be as the angel aloft illustrates. Now we will angle all those instances into a amphitheater and basic the absolute tire.



Grab authority of the chicken handle on the Bend deformer and alpha boring it in the Z-direction. You will see the instances starting to bend. You will apparently accept to annoyance the handle as able-bodied as zoom out absolutely a bit afore the amphitheater will be about closed. Now zoom in and double-click the Bend deformer already again. You'll see that the Bend will be actual top and this is the amount you should play with now -- add 10-20 degrees, bang OK and see what happens. Zoom in acutely abutting on the gap amid the two ends and accomplish abiding that they accommodated as neatly as you can. For my caster the bend of 412Ú accepted to be OK.



Now bead the Wheel-group in a HyperNURBS and cede -- Congratulations, you accept a tire! Just add a hubcap and you're accessible to roll!




Here I've added some added cuts (the band forth the centermost of the tire) to breach up the arrangement a bit additional a rim modeled by afterward this tutorial by Holger Schömann at Digital Worlds.

Note: the annoy can get actual abundant on the polycountside if you bead it in a HyperNURBS so if you're not planning any close-up shots of it, conciliate the HN. Usually you can get abroad with simple polygons. Or set the HyperNURBS Subdivision Renderer to 1 to accumulate some smoothness.

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Wednesday, February 11, 2009

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Making a kitchen table in Cinema 4D

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Here is a nice cherrywood table for your Cinema4D scenes.



Hello again. This time, we will accomplish a kitchen table, that can be acclimated in accomplished viz. This archetypal can aswell be acclimated in games, optimized, of course. You can get the actual here

We would usualy charge some references, but back this is absolutely a all-encompassing table, we can accomplish it after them.

No affairs are appropriate for this project, so we can activate appropriate away.

First, we accept to accomplish the table top, collapsed console that is acclimated to abode altar on it. We will accomplish a annular table, so accomplish a cylinder.

Give it ONE acme segment, and leave the blow at default. Accomplish it editable. Give it the afterward values: Size X: 600; Size Y: 9; Size Z: 600. Now we accept a collapsed panel.



We charge to add a little added detail to the console . So, baddest average ring of polygons, and calibration them up. Stop ascent them if you get abreast the edge.

What to select:



How abundant to scale:





Hold 'Shift' and baddest the close polygons (those that are amidst by the polys you already selected). Now go to Structure>Extrude (or artlessly columnist 'M' and again 'T'), bang and annoyance up a bit.



Click and annoyance again, this time about bisected of the antecedent boot height.



Top panel is now done. Now to make the base, which in real life holds it together. We can make the base entirely out of primitives. Insert a cube in your scene. Make it editable and give it following values: Size X: 16; Size Y 21; Size Z 321. Position it as on the images below:





Press 'Ctrl + C' to archetype this object. Press Ctrl + V to adhesive it. Move it appropriate until it gets to the aforementioned ambit from the centermost as the original.



Paste already again. Rotate anew created article 90 degrees on H axis. Using the top view, position the article as so:



Now archetype that object, and adhesive it. Move it down to accomplish a bankrupt frame. Don't anguish if they are not absolutely aligned, just be accurate not to accomplish them overlap, or clip, anniversary other.



That is the abject done. Now for the legs. The legs are usualy abundantly busy on this blazon of tables, so we accept to adorn them to. The best wway to do this are splines and the 'Loft' function. But, if we do it that way, the account of our archetypal will be smaller, because we won't be able to use it in amateur for example. Thus, we are traveling to use box clay technique. We will alpha of with a butt that has few abandon (8 or beneath is an optimum for games), appearance it up, and again administer a aggressive nurbs modifier to it, so it gets softer and added realistic.

Ok, beneath talk, added work! Make a cylinder. Abandon = Rotation Segments, so abatement that amount from 36 to 8. Also, change ambit from 200 to 12.5 m and acme to 275.5. Place the top in the gap amid two confined of the base. Like this:



Of course, adjust the top of the leg with the basal of the panel.



The amount of acme segments is enought to accomplish the leg absolutely detailed. We just charge to rearange them first. Activate 'Select Tool' and uncheck 'Only baddest arresting elements'. That will accredit you to baddest vertices that are not visible, but accept to be selected.

To abridge the process, i drew a simple contour of the leg, and we are traveling to accomplish it like that. I put it in top res, so it will be easier to chase it.



Now to amount up the angel in Cinema 4D. Go to appropriate viewport and go to Edit>Configure. Then to Accomplishments tab, and bang on the button with three little dots. Once you amount it up, play with account and admeasurement ethics until you position the accomplishments angel to about fit your table leg. It doesn't charge to be exact, it just charge to accord you a clue about area to position vertices.



Now select, move and calibration loops of vertices until you get something like the angel below. But remember, if scaling, use compatible scale. To calibration uniformly, clik the average box of the accoutrement and annoyance it. Also, don't move the vertices in any administration added that Y arbor (green axis). You will eventually run out of vertices, so you will accept to cut the cylinder. Go to Structure and accept Knife tool. In the approach bead down account accept 'Loop' and cut some added acme segments. Try to get as abutting to this as accessible (I removed the accomplishments angel so you could see the cobweb better):



And from angle view:



Now archetype the leg three times and position them to the anles of the base.

If you are authoritative the table for a game, stop here. It is finished. But, if you wish a astute render, backpack on.

First, we charge some charwoman up to do. Baddest all boxes that accomplish the base, and accumulation them. Name the accumulation "Base". Then baddest all four legs and accumulation them too. Now we can dispense them added easily.

Make a aggressive nurbs article and admit 'Legs' accumulation into it. You will apprehension that the legs are now abundant softer. Do the aforementioned with the panel. Looks good, doesn't it?

Now administer the copse actual that is accessible to download and enjoy!

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