Sunday, October 18, 2009

Rca To Usb Adapter Radio Shack




am recently fascinated by the expressive potential of the shallow depth of field. In this image made with the commercial version of Indigo 2.2.3, I tried to practice with the use of a lens f / 2, pointing to the fire on the object in the foreground, a sculpture of the architect Toyo Ito by the name "The thinking man". The experiments are not restricted to one depth of field: first, try to simulate the composition of the shots of subjects to study in interior design, in which a few items stand out in wide open spaces, and lighting is carried in all cases to light panels. Secondly, the material applied to the sculpture is the result of an approach to the study of materials Sub-Surface Scattering (SSS), which have the character to let the light through absorbing a variable percentage. These materials are complex, both in terms of pre-rendered settings both from the point of view calculation, which often requires several hours before collecting the final image correctly. This rendering has cooked for 54 hours and 43 minutes, the time is certainly inlfuenzato by the presence of 4 layers, kept separate for subsequent adjustments of the lights.

Sunday, September 27, 2009

Collectible Spoon Display Rack



Also this image was produced for a competition, along with many others. I am particularly fond of this specifically because I believe that the prospect is for some reason apt. The scene inspires me serenity, tranquility and almost surreal silence that greets us when we are in mountain, like the one in which this project fits. Render realizzato con Maxwell 1.7, alcuni mesi fa.

Hdloader Original 3.8c



Questa immagine non è propriamente un render. Si tratta di una sovrapposizione di più livelli con caratteristiche differenti: il primo layer contiene le linee del prospetto così come visualizzate in SketchUp; un secondo layer contiene le textures; un terzo contiene le ombre portate ed un quarto contiene un render con sola GI ( Global Illumination ). Come leggete, l'unico layer effettivamente renderizzato è il quarto. Il calcolo della illuminazione globale è una tecnica propria dei motori di render approssimati ( biased ): una semisfera luminosa a colore costante (Usually a very light gray) is taken as the only source of light from the scene. The shadows so that you get are very "fuzzy" very poorly defined, as in a cloudy day. I find that a single GI rendering with superimposed to produce a textured elevations of depth that gives an added value to the design.

Dunk Tank Instructions



The building embraces and protects a large open space that is central to all intents and purposes the school yard, a place to play essential for children guests of an elementary school . The bright colors of dimming systems enrich the classroom composition orderly facade East

Pittsburgh Penguins Belly Button Ring





Safari Baby Shower Cake



aT The building is at the crossroads of two roads not mutually orthogonal the batch included inside a strongly acute angle. Need for a functional, the square footage of the building was far from generous in respect of open space: the building itself reflects this critical situation, growing as much as possible on the edges of the lot, and causing an important open space central "fixed" by the noise of the main road, and above all safe as a garden for children. The edge represented in this image is more acute the angle of the lot. The uniqueness of this situation, in our opinion, justified a great eye glass, except that marks the west facade of the building.

Surprise 40th Birthday Party Ideas



This image on the big distribution space onto which the classrooms. It is a long and spacious room with double height designed to meet the needs of the movement of children on rainy days. The wall on the right is enlivened by a series of irregular openings.

Famous Soccer Players In Ontario



Nothing special to note in the series that place today. This is a competition for a primary school, which I attended along with two fellow designers. The attempt to render these was to show not a finished product, purely photorealistic, but also to place the subject in a more in progress, is still a preliminary draft. To this end, the render and their views of SketchUp (a sudden shot up) were combined and calibrated using masks in Photoshop. Personally, I find the result rather appealing. The images were - in its time - by Maxwell render 1.6.

Sunday, September 13, 2009

Is There Any Xanax That Is Light Green





The theme of these two is the same render municipal building which provides for the enlargement and upgrading of the urban area adjacent to it. The original images obtained from Indigo have been subject to heavy revision in post-production phase were strongly desaturated and made clearer through a sharpening filter, which manages to accentuate the contours and joints of the bricks.
Much of the vegetation in the foreground was also added in Photoshop in order to control more transparency and simultaneously give a character close-up against the real subject of rendering.

Cat Eye Syndrome And December 7 2009



Image (incomplete) is part of a project undertaken by external study of a couple of years ago, when I approached to Indigo for the first experiments. The scene has been found in 3Dwarehouse base, and was then made usable for the purpose of rendering after the usual series of inevitable alterations that make it almost always required when you use a template from that resource. In most cases it is normal to adjust the surfaces. SketchUp, as you know and it is easy to understand if you've tried at least once, working with two-dimensional surfaces, rather than primitive densities (cube, cone, cylinder, torus ,...) as many modeling applications: this gives it the versatility that we all know. The faces are always two sides to create a "straight" and a "reverse", so to speak. The "straight" and "wrong" are defined by an imaginary carrier - in fact - normal to the surface, so that the "straight" is identified as the outgoing side of the carrier, while the "other side" is intended to exclude the 'other side. One way to realize quickly normal wrong is to temporarily enable the monochrome view of SketchUp: the white faces have the correct standard, their faces blue / purple have reversed the normal. Per invertire le normali è sufficiente cliccare con il tasto destro del mouse sulla faccia viola e selezionare dal menu contestuale " Reverse face " o "Inverti faccia". Evidentemente non si tratta di un processo complicato, ma spesso risulta parecchio dispendioso in termini di tempo.
Il problema delle "facce inverse" non coinvolge direttamente SketchUp, se il file viene gestito solo internamente al programma: sorgono invece molti conflitti quando lo stesso modello viene utilizzato allo scopo del rendering. Spesso i materiali applicati alle facce inverse non vengono riconosciuti: così otterremo una superficie bianca nella nostra immagine, nel migliore dei casi; se il materiale che avevamo impostato è invece un vetro o un altro dielettrico 99% of the cases we get a completely black face.

Pimples After Brazilian Wax



This simple test is a variation of a scene already in this blog. There he tried a variation of the basic shader used for stone setting materially all the prisms, changing from simple to spread blend, a composite shader that lets you mix two sub-shaders. In this case, the gold grains are obtained with a metallic material, the party is a raw material instead of type phong .
vaguely dusty environment that allows you to identify the direction from which light Solar is an effect achieved in postproduction.

Wednesday, June 3, 2009

50th Wedding Anniversary Speech From Son








long time without posting ... too!
Only a year being taken as the starting microcontest Blender-Tutorial. From a cube and carve a face .... I went a bit 'back and I did also retopo (male) and normal maps, just to study a bit'

Thursday, March 12, 2009

Nero Vision Essencial

a man a myth

nothing to do with CG, 3D or other ... but it deserves!

Saturday, January 3, 2009

What Color Is Your Period




Hello everyone!
Here's my latest work ...
E 'was made for the contest on the forum blenderartist.com, but not even ranked among the seven finalists ... sob!
Oh well, mistakes and blunders of things or there are plenty of them. Besides this you see is a 'place with pro image, with various additions and small improvements ... I have not had time to do by the end of the contest. I've had big problems with the material of hair, which in fact are just disgusting ...
As usual in modeling and rendering with Blender Internal. Postpro and texturing with GIMP.