Thursday, October 28, 2010

Caustics Render and X-mas Lights


Here is the best render of my Assignment 2 scene, with a surface shader plane illuminating the scene, global illum, final gather, and caustics. After that is my "TV glow" extra credit: glowing x-mas lights!

Glass Organelles

Here is the best render of the series with global illumination and final gather turned on, but without caustics. I didn't really like how sharply the illuminated plane reflected in the golgi and the lysosome (the bright glowing ball) was suppose to demonstrate a 2-sided blinn material but the glow intensity applied to the interior material blows out the outer material. I like it anyway, maybe this would make a better light source than the plane!

lighting assignment

Lighting assignment

all of these images are rendered with Vue with varying degrees of post work in photoshop.
they are all the exact same terrain with the exact same textures, just rendered with different atmospheres and lighting. some are rendered with ambient occlusion, some are rendered with global radiosity

the plant life images at the end are the same terrain with added ecosystems. they were rendered with global radiosity (similar to final gather) with little photoshop work done, so they are closer to what would appear straight out of the vue native render


















(hour and a half render time at 800x600 resolution)


Assignment_2 Chris Bohlen

Final Gathering/ Global Illumination:



Final Gathering Plane Light Source:



Occlusion Pass:



Mental Ray/ Raytracing:



Maya Software/ Raytracing:



Caustics_1:



Caustics_2:



TV lighting 1 (Extra Credit Attempt):



TV lighting 2 (Extra Credit Attempt):

Tuesday, October 19, 2010

Assignment 3

32 bit float .exr rendering, tone mapping, linear workflow, gamma correction R&D tests

over the last few weeks i have been researching linear workflow and have been attempting to
recreate HDR photography using mental ray rendering. without getting too much into
it-



simple test using a dialectic material & simple gamma correction
8 bit result, no post

32 bit HDR tone mapped result-



practical example of indoor lighting scenario (lit with MIB blackbody physical area lights)
8 bit result, no post-


32 bit hdr render (looking at it now it looks a bit underexposed and probably too much detail added in the HDR toning, but its just a quick test so screw it


quick and dirty color corrected final result-


and these look terrible online because they have been overcompressed





Thursday, October 14, 2010

vessel in progress

So I'm able to render out of Maya Hardware in general,





but the computer crashes if this last piece of modeling is visible in the frame. I'm still working on a plan for that.

Golgi Apparatus & Co.


My organelles need lots of work in the materials and lighting department, but I'm slowly building up the detail on the modeling and composition. Looks like skittles! Gabi and I will composite our organelles and together develop an appropriate color scheme and material library.

Underwater scene

The Heart

My entire scene for this final project is basically the heart... which is a very complex piece of anatomy to model accurately. I have used Mimics so far to sort through 240 slices of CT scans and create a heart. I then imported the heart into Maya and cleaned it up a bit. I tried extruding and changing some things, but the mesh that is on the heart is currently a mess so nothing was really matching up. I went with this for a while and created a plane slicing through the heart, showing the chambers. It is messy on the edges because I decided then to re-create the heart by hand and then "stitch" this plane into place.




So now I have taken my model into 3DS Max in order to create a mesh that I can actually work with. This process is called re-topology. It is quite tricky, but basically you create one polygon at a time over the existing object. I've almost completed this process... here are some screen shots.


Bacteria




One problem I realized I have is that the plane that I used for my surface is really huge but once i get into my scene I really don't need it to be that big and all the maps I made for it are washed out by the time I zoom in on it. Also, my textures all need some work but I think it is getting there.

Tower Update!!!






Hello all!

I was having major problems with my scene and I started to resent and HATE it! I had very bad writers block.

But Im past that now. Im kepping my tower, but am going in a slightly different direction. Havent worked out all the kinks, but im just gonna throw what ever comes my way at it and see what kind of mess it makes lol!

Well I don't have any textures on it, I like doing that last, but I added railing, a shell (still working with) and floral petal shapes on top.

Its getting there people! Its getting there!

Osteoblast in Bone Matrix