Posts Tagged ‘computer graphics’

Plasma HD Render

Wednesday, January 30th, 2008

The tiny little 320×240 render of the plasma for the POV-Ray tutorial was a bit hard to see, so I did a render in 1920 x 1080 resolution for those of you interested in seeing the details. It’s still a bit compressed, but the image is a lot clearer. You’ll find it here: download the video.

Enjoy!

Rendering Plasma in POV-Ray

Friday, January 25th, 2008

POV-Ray has some very powerful commands for rendering realistic plasmas and explosions, but not very many people know how to use them well. This tutorial will show you how.

[youtube:http://www.youtube.com/watch?v=CbxqIwk8-e0 350 292]
An turntable of a plasma cloud rendered in POV-Ray
UPDATE: download the high-res version

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Gallery: Sea Horse

Friday, January 18th, 2008

Click for larger view, or download the high-res image.

This image was 3D modeled in AC3D using the box modeling method. The textures were hand-painted (no photographs) in Corel Photopaint. The final image was rendered with Poser using image-based lighting.

AC3D Plugin: NMF (ATI Normal Map) Exporter

Saturday, December 8th, 2007

This plugin exports your AC3D file into NMF format, the native input format of the ATI NormalMapper utility. NormalMapper allows you to generate normal maps, bent normals and ambient occlusion maps suitable for use in video games and other realtime 3D applications.

If you aren’t familiar with normal maps, normal maps are a way to make your low-polygon model look more detailed by encoding surface information from a high-polygon version of the same model into a texture map. Ben Cloward has an excellent tutorial where you can learn more.

This plug-in requires the free NormalMapper utility available from AMD in order to process the output files. The companion NormalMapperUI (Stand Alone) available at the same location is also helpful, but not required.

Download the plugin. (Requires Windows XP, AC3D 6.2 or above.)

Why Researching Workflow Matters

Friday, November 30th, 2007

Autodesk has a fun quiz on their site called the Fake or Foto test. In the quiz, you have to look at each image, and guess whether it is real or a render. Surprisingly, I aced it the very first time!

After I took the quiz, I went back and documented all the things that made me think a particular image was real or fake. That way I could see what it was that clued me so that I might improve my own work. In almost all cases, it wasn’t that the CG images were obviously wrong in any way, it was simply that the real images had more “detail” in them.

For years, the limitation has been what the software could do, but I’m not so sure that’s true anymore. In games especially, production costs have gone up as graphics have become more realistic simply because making detailed images is very time consuming. The relationship between time, money and graphics detail is linear. The problem, of course, is that neither time nor money are infinite. Limited budget means limited production cycles, which means limited time to spend adding things like scratches, scrapes and nose hairs. Eventually, we’ll reach a point where we can’t add more detail not because we’re out of RAM–we can’t add more detail because we’re out of time! Truthfully, I think we’re on the horizon of that already.

While I’m certain that there are still numerous improvements to be made in traditionally researched areas such as lighting, I think technological improvements to workflow have more potential to improve the quality of computer graphics in the near future than virtually any other area. Automated procedural geometry, better methodologies and tools that allow for less restrictive workflow patterns–such as recent advancements in re-topology interfaces–can allow us to complete the same job in less time and with far less effort. We know the artists and software can do it; now we need to make it practical.

For the curious, here are my impressions from the Autodesk quiz:

** WARNING ** Spoilers follow. You might want to take the quiz yourself before you read my analysis of the images.

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