a
visual explanation on 3D
You see all kind of images on my pages;
I understand that for some these digitally-made
images appear to be or strongly suggest to be photographs,
but they are not photographs neither
digitally manipulated photographs.
How did I make them and what is 3D?
(moving the mouse over images gives some extra
information)
The 3D-scene file used as an example here to illustrate the creation-process
dates from September 2003,
I will try to reconstruct what I did and how I went about to make a series
of digital images,
some of which you can find on my Venice-pages.

daytime: the objects in the scene as rendered/computed
and in wireframe
(move
the mouse over the image)
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same viewpoint, different "sky and fog-"
or
atmosphere-settings and completely other results.
(move.................)
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Both day and night
renders are made in Bryce.(a
3D-program)
How did
I make them and what is 3D?
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In
fact you build a small "world" or environment in a 3D computer program:
- you place 3d-objects,
- you assign materials (or textures)
to
those objects ,
- you adjust the lighting
conditions,
- you aim the program's internal
camera and render either a still(-image) or an animation
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The
programs interface shows all objects and lights in the final scene even
a small preview:

(..in perspective-view:
there are 12 3D-objects and 4
lights (in yellow) displayed in wire frame waiting to
be rendered.)
Step
1. Starting from scratch: atmosphere (sky,
sun, clouds and haze) and an infinite groundplane;
adding/placing 3D-objects:
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the ground; next:changed the camera-viewpoint;
carved a canal added a waterplane;
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then
the gondola's;
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finally
poles and the background buildings were added;
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the
four extra lights we had are active.
(
notice that all the objects have their own specific materials.
are textured.)
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Step2.
Adding the rest of the objects
deciding
about materials (or textures):
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here
just the two main buildings;
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all
3D-objects without lights or textures
(even
the waterplane is a dull grey)
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And
at night:with
textures but without extra lights)
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Step
3. Adjust
the lighting conditions, and testing
different viewpoints:
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same
viewpoint with the textures and the extra lights
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test
from a slightly different viewpoint
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and
from another viewpoint
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Step
4: Advanced rendering: using
volumetrics
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(The
use of volumetrics can simulate real-world dense and wet fog
and/or visible lightbeams)
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example of volumetric render in trueSpace 5
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