a visual explanation on 3D
You see all kind of images on my pages; I understand that these digitally
-made images appear to be or strongly suggest to be photographs, but they are not photographs
neither digitally manipulated photographs. I will
go through some lengths here to explain those things that for me are
common daily routine,
but for quite some completely acadabra. 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
is 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.
Both
day and night renders are made in Bryce.(a
3D-program) How
did I make them and what is 3D?
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
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: (..only the ground; next:changed the camera-viewpoint; the carved
canal and the waterplane; then the gondola's;
finally poles and the background buildings were added; the
four extra lights we had are active.)
(notice that all the objects
have their own specific materials. are textured.)
Step2.
Adding the rest of the objects
deciding
about materials (or textures):
(.here just the two main buildings; .......all 3D-objects without
lights or textures (even the water is a dull grey):
And at night:
with textures but without extra lights)
Step
3 and 4. Adjust
the lighting conditions, and testing
different viewpoints:
(..the same viewpoint with the textures and the extra lights.....and
tests from slightly different viewpoints.)
Step4: Advanced rendering: using
volumetrics
(The use of volumetrics can simulate real-world dense and wet fog
and/or visible lightbeams)