October 2009


Ugly non uniformal bisier splines – DIE !!!!!

(click below to see video (a MUST SEE)

Rhonda is here :

more about “NURBS must die! Rhonda is here“, posted with vodpod

ok, ok .. we are all quick to announce deaths when new things show up. painting was dead when photography was invented. softimage was dead when it was bought by autodesk, i think maya too :)

Ok Ok rahonda is probably not threatening rhino.  Or nubs in general. But still i think it could be very nice tool for two things.  three might be.

1. sketching. the speed u can (it seems) create is incredible (gooooogles sketch up – look out :)

2. creating models for animation films, in very distinct style. (well i wonder how exploitable models will be, and will it be only lines or will we be able to make surfaces out of them, and how.)

3. making 3d more accessable to people who do not belong to this industry. again look at sketch up.

imagine something as rhonda as interface for drawing nurbs… that would make me create some models with nurbs instead of polys for sure.

So i had this idea about how to make clouds in 3d.

I think it works quite well, but as all things in life have draw backs. First – the image:

clauds

clouds

And here is how i did this.

The foreground clouds are done using a blob mesh rendered in mental ray using a depth of field. The background clouds are simple 3d Max volume fogs.

My goal  here was to create clouds that could be quickly rendered and quite easy to do. I used a standard volume fog in the background which was computationally effective, and in the foreground ablob mesh (also known as implicit surfaces) was used to create foreground clouds. The foreground clouds were rendered in mental ray, with a depth of field.

Depth of field adds this cloud like apearence.  Softness, which is quite tricky to do with simplle material, and fallofs in opacity chanal.

So even though i like results of this experiment, unfortunately its not the fastest, i meen rendering time. but oh well :)

and a screenshot:

clouds1one other good thing .  your mech topology can be as ugly as it gets, depth of field hids it :)

so its one way of using inplicit surfaces practicaly.

—————–

further readings at veterrain.org

(look at section research)

Follow

Get every new post delivered to your Inbox.