
grafik: ms
grafik: ms
this image has two light sources with different colours and shapes (arnold mesh lights) and about 200 intersecting lines. rendered with a wide angle lens and some depth of field.
night falls. grafik: ms
quite sobering the modeling viewport of the camera:
swinging orbit. grafik: ms
actually, this was not meant to lead to a rendered image at all. i experimented with particles in CGI, 10 per second, emitted in the center of the scene, about 10 cm from the objects you see in this rendering, blown into one direction by wind. i then applied so-called trails to connect them. what i actually wanted to get to, however, was a more loose connection of the particle objects by thin curves. it took me about an hour or two to find out how this can work. and while experimenting, this camera angle came up. the view was so beautiful, i introduced some light and did this high-res rendering with depth of field. the camera actually is in the particle stream, with the particles flying towards us, and it looks into a world of macroscopic dimensions. that‘s why the DOF is so shallow, even with a pretty small aperture.
netzwerk in rot. grafik: ms
orbiting, using Maya MASH, particle trails, a little curve tweak and aiToon.
orbiting rendering tests. different time frames. from (*) on tele lens and different arnold aa settings (1, 5, 8)
Maya viewport. 27,000 MASH blocks in a dynamic simulation.
rendered using arnold, in 27 minutes in 6 k resolution on an old 400 € PC.
detail of the original resolution. all graphics © ms
kabelverbindung | cable connections
wie oben, aber mit tiefen(un)schärfe | similar to the above, but with DOF
ansicht von oben, mit anderen farben, toon rendering | top view toon rendering
modeling viewport. alle grafiken | all illustrations: © ms
ff
all illustrations (c) ms
highly complex network
sperms galore
similar to the above, but rendered in a different environment
network with star structure
„kabelsalat“
rendered complexity. illustration: ms
on grey
honey on white
alias|wavefront notebook from ~ 2002
typografie, in 5 minuten erstellt, prosets, aiToon, in 40 sekunden hochauflösend gerendert.
… es sei denn 500 bytes wären echt. anfassbar sind sie nicht.
sophia from renderpeople.com, von mir ins rechte licht gesetzt. das → tutorial dazu
das foto ist auch in den → wiki commons.
flucht, wohin? grafik: ms/dpa
die bewegungsunschärfe hätte ich direkt rendern können – und würde es bei einer bildfolge, also einem film, so tun. bei diesem bild habe ich mich aber entschieden, es komplett scharf zu rendern und mit dem photoshop-filter „pfad unschärfe“ nachbearbeitet. der filter simuliert eine kamerabewegung und tut hier so, als würde ich mit der kamera den läufern hinterherschwenken.
… aber dann? grafik: ms/dpa
… in 3D, of course. the workflow is interesting. like most tasks this one can be solved in several ways. the client needs a hand written animation with the product or brand name. you can do it either with particles or liquid simulations or, much more pragmantic, using a NURBS curve, a pen attached to the curve with a motion path, and a paintFX ink or oil stroke synced to the pen movement. here’s a standard rendering, and below one with arnold toon shader.
a pen writes foam
stylized rendering
new in solid angle → arnold in version 5.1 is, among other things, the toon shader. arnold, famous for its photorealism, offers, as a side effect, some cartoon rendering options. the amount of detail is amazing, as shown in the image above. note the ultra thin silhouette of the border parts of the gemoetry.
below you see a detail from the torso front of the runner where another runner in the scene appears as a cartoonish reflection. i modeled the holes in the character with mainframe north’s plug-in for maya → prosets.
… raises several questions.
aesthetically correct seems that despite the leg to the front is blurred a lot (1) and the leg in the back not at all (2) the edges are not blurred on both legs. motion blur seems to not affect the black silhouette lines.
but why is the silhouette of one leg (3) thicker than of the other (4) ?
and what does the shadow (6) have to do with the delicate black lines in the rear leg (5) ?
finally: why is the reflection of the silhouette of the front leg motion blurred (7) ?
solid angle’s → ARNOLD does cartoon-rendering
two different toon shaders at work
a couple of seconds later in the animation