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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.
the scene in wireframe solid objects in red, lights in yellow
daytime: the objects in the scene as rendered/computed
and in wireframe

(move the mouse over the image)
removed the buildings
same viewpoint, different "sky and fog-" or
atmosphere-settings and completely other results
.
(move.................)
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:
the gondola's made in trueSpace
textured and untextured
the ground; next:changed the camera-viewpoint;
carved a canal added a 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 waterplane is a dull grey)
And at night:with textures but without extra lights)
Step 3. Adjust the lighting conditions, and testing different viewpoints:
unrendered you still see only wireframe
testing different viewpoints
as seen from another gondala
same viewpoint with the textures and the extra lights
test from a slightly different viewpoint
and from another viewpoint
Step 4: 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..
example of volumetric render in trueSpace 5
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