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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.

daytime the objects in the scene in wireframe the same viewpoint, but with different "sky and fog"- or atmosphere-settings you get completely other results
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:

  1. you place 3d-objects,
  2. you assign materials (or textures) to those objects ,
  3. you adjust the lighting conditions,
  4. 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:

the Bryce4.1 interface showing all objects and lights in the final scene in wireframe
(..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 the carved canal and the waterplane the gondola's made in trueSpace textured and untextured

(..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):
the two venetian buildings all 3D-objects without  textures or lights at night: with textures but without the extra lights
(.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:
unrendered you still see only wireframe testing different viewpoints as seen from another gondala
(..the same viewpoint with the textures and the extra lights.....and tests from slightly different viewpoints.)

Step4: Advanced rendering:
using volumetrics
a strong suggestion of winternight early morning fog a different viewpoint, still the same 3D-scene
(The use of volumetrics can simulate real-world dense and wet fog and/or visible lightbeams)
...dustparticles dancing in..

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