Posts Tagged ‘rendering’

Software Review – Renderworks 2011

Monday, October 25th, 2010

I have seen the new Cinema 4D rendering engine for Vectorworks mentioned in reviews as not much more than a bullet point. Yet the new rendering engine is leaps and bounds beyond what was previously called Renderworks that it is almost like a whole new piece of software and certainly deserving of an independent review. In fact, the system is now so robust that Nemetschek would do its customers a great service by adding a getting started guide just for Renderworks to go into better detail about the functionality of the system.

The new rendering engine is so much more powerful, in fact, that I ran into a few problems right off the bat. Nemetschek claims that their new engine is many times faster than the old one. Yet when I did a side by side Final Quality Renderworks test the new engine took much longer to produce its result. Curious I looked further into this and discovered that the actual image was much better quality and, in order to get a quality equivalent to the old FQR, I had to set everything in custom to “Low Quality” and turn off Ray Tracing. Then the engine was faster. In short, the only way to get a true apples to apples comparison is to put the new RW on its lowest settings and the old Renderworks on its highest settings.

What’s that Ray Tracing thing he mentioned?

That’s right, the new Renderworks adds Ray Tracing functionality, meaning you can set how many times an individual photon bounces off objects. This gives renderings a more natural quality as bounce light is included in the rendering of the final image. This does increase rendering time and can cause a simple scene to take a fair amount of time to render. But you definitely get what you pay for. A little more time for a much higher quality rendering is, in my opinion, worth the wait.

One of the first things I did with the new Renderworks was rerender my lighthouse drawing. Here is where I hit the first, and only real snag, in the new system. Because the rendering engine deals with light and textures in an entirely new manner, the old textures did not map properly. As such, I had to rebuild my textures from scratch. This will cause some users a bit of frustration during the initial upgrade, but the final results will be well worth it.


A side by side comparison of my rendering of the lighthouse in RW2010 and RW2011

As you can see from the above comparisons not only are the shadows softer and more true but the detail in the drafting is much clearer. I did not change any of the physical drafted objects for the rerender. Only lighting sources and textures were changed.

The new Renderworks allows the importation of HDR images from which lighting information can be extracted and used for lighting your 3D models. Several HDRIs are included with the basic RW package and the user can import their own as well. Not only can this be a quick way to mock up basic lighting conditions, it also allows for the creation of really nice looking white models.

Turning off Textures and Colors in the Custom RW palette and then turning off ambient light from the Lighting Options Palette, setting indirect lighting to one bounce and Environmental lighting to HDRI white can give results like this:


Whitemodel of my 3D drafting of a house built from shipping containers. HDRI Environmental lighting and one directional light source.

In addition to vastly improved lighting options, the texturing capabilities of Renderworks 2011 are significantly improved. While imports of older files will require a rebuild of the textures, the user should find this worth the effort. Not only are simple colored textures improved, but the bumpmapping is better as well. One thing that could use some improvement is the transparency function. I have yet to find a suitable combination of settings which give adequate results for something like a translucent fabric.

The ability to add Decals allows for greater dynamic range of rendering options as well. A decal is an image file placed on top of an object with another texture. This allows the user to put graffiti or a poster on a wall for example.

Emitter options allow the user to set a reference white color temperature for light emitting objects. This is useful in a number of ways, not the least of which is when creating a texture that emits light allowing one to approximate fluorescent tubes, video screens, or lit walls.

Along with the new and expanded tools in the lighting and texturing areas. The artistic Renderworks options are newly redesigned as well. Users who are familiar with the old functionality of the Artistic RW settings will need to adapt to the new system, but the options are robust and give interesting and useful options for rendering one’s drawings.

Obviously the new Renderworks Cinema 4D engine is primarily of interest to those users who draw in 3D regularly. However, given the improvements in the 3D drawing environment in Vectorworks 2011, I expect an increasing number of users to begin working in 3D and using the new rendering engine.


Quick 3D sketch with Background image and Decal. Background image courtesy SnaPsi

Lighting in Maya – Basic Animation

Monday, August 30th, 2010

I tried my hand at some basic animation in Maya last week. I was not planning on posting this, but after showing it to my nieces and nephew and getting such a favorable response I figured I would put it up this week. The kid test is critical for a cartoon. A 4 year old has a better bullshit detector than most adults.

I found the windmill shapes on the internet but everything else was drawn by me. I created all the textures and shaders. Of course the lighting was all my design.

This was my first time trying my hand at animation since I was 12 years old doing stop motion with legos. My intent with this was to create a scene that would allow for several variations in lighting looks. The pacing is off, which is not surprising as I am wholly new to this technology, but barring it being a bit slow and clunky I enjoy the basic story of a little windmill traversing many difficulties and ultimately growing up.

I hope you enjoy!



You will need Quicktime 7 or higher to view the video. If you are still having trouble feel free to download the movie and watch it at your leisure.

Lighting in Maya – Skies and Clouds

Monday, August 23rd, 2010

I have been working with a trial version of Maya over the last few weeks teaching myself basic animation and 3D lighting techniques. In my first week I reconstructed an image from a show I lit several years ago. This past week I tried my hand at animating a little scene. Even simple animation is a wholly new skillset and takes a lot of concentration to make even moderate gains.

This past weekend I shifted to somewhat more familiar terrain, skies and clouds. While the 3D medium is new, I have been lighting sky drops for years. The basic set up included a white translucent rectangle for the sky and some clouds made of nParticles (Maya’s objects that recreate realistic clouds, smoke, and water). Once I got a cloud formation I liked, I stopped the animation at that frame and began lighting. What follows is the same exact cloud formation altered only by changes in the intensity, direction, and color of the light used. The big revelation for me was that because this is a 3D environment I did not need to leave the sky drop as a passive object but rather could have it glow as well as be lit from the front and through from behind. I must admit, I felt a little bit like Neo from The Matrix realizing that the laws of physics are provisional at best.

The above image was lit as close to a true recreation of natural light as possible. The sky had a light blue glow to it and a single light shone and refracted through the clouds to illuminate them. One thing I found particularly interesting was that by simply shifting the colors, angles, and intensity I could invert the image above into the one below. Thus the Cumulus clouds of the above image are transformed into Cirrus clouds below.

Some of my early attempts used a lot of lights since I began from my background in stage lighting. As I worked with the scene I kept taking away more and more lights and found that far from diminishing the image, the quality and dynamism would improve with fewer lights. Some ideas required the use of numerous lights. The image below has a set of lights for the lavender horizon to give it some slight color variation and several lights at the top to light the higher sky in green tones. The clouds too had a variety of lights pointed at them to give a nice range of color and tone.

More directional sunset effects like the one below obviously required multiple lights in order to get the desired effect. But I found multiple lights to be difficult to work with as they quite easily blew out and over exposed the clouds themselves.

The ease of moving and refocusing the lights in a virtual environment makes experimentation fun and easy. In a real world setting it can take a lot of time, effort, and manpower to move and refocus a single light. In virtual environments like this is takes a couple of seconds. Be the interest naturalistic effects like the above or moody more abstract looks like below, lighting in virtual environments gives the designer a wide latitude in terms of what is available to them.

Line Lights, Area Lights, and 3D lightboxes

Monday, June 14th, 2010

Last week I was working on a project involving several light boxes. The lightbox design was rather simple; a cube with cutout shapes which would act both as a decorative object and provide some degree of illumination for the event. I wanted to do a 3D lighting rendering in order to both wrap my head around these things as well as have something to show to collaborators. The solution was not as simple as I had hoped.

My first attempt was to construct the 3D versions just like I would construct the actual lightbox. As such I made a 3D black box with the design on the facing cut out. I then added a thin rectangle on each side that I was intending would be the translucent material on the lightbox through which light would shine. Sadly, I discovered that for all of its wonderful work rendering accurate shadows, solid textures, and correct placement of the sun, one thing Renderworks does not do well is translucent materials. This seems like a big gap in an otherwise fantastic program.

Not one to be deterred by technological limitations, I began to explore alternate options for creating the effect that I wanted. While a bit convoluted, I did end up with a reasonable result.

The first potential solution was presented by Kevin Lee Allen. His suggestion was to make the part that in reality would be translucent as a texture with constant reflectivity. Thus, when rendered, the lightbox would have the appearance of a thing that is glowing. While this is a very good solution, and one that would work in most instances, especially for scenic renderings, it did not solve one of my design requirements. I wanted to know both what the boxes would look like as well as what effect their glow would have on the scene. So my search continued.

I started scrolling through all the drop down menus in hopes of something providing me with a clue. Finally something did. A convert option that is new to me, although I admittedly jumped from VW10.5 to VW2010 and this feature may have been in place for years, Area Lights.

Line Lights and Area Lights are intended to provide a look akin to neon or other non-point source lights. They give a somewhat even glow and are fully customizable as per any other light object in Vectorworks. One thing to be aware of with these is they add considerably to rendering time. Even my very simple sketches took noticeably longer to render once I had added an area light. That said, they are a fantastic tool.

Convert to Area Light and its similar option, convert to Line Light, solved my need precisely. Instead of a translucent object that light would shine though, I placed an area light the same shape as the bounce directly in front of the bounce object. I then gave the bounce object an opaque texture. The Area Light then hits the opaque object and bounces off, thus lighting the scene from the lightbox.

While the solution is not technically identical to the real life solution, it does solve the two parallel issues of rendering the lightbox to look as it would and provides illumination from the lightbox onto the scene. From a few additional experiments it appears as though this solution could work for lighting cycs as well.

The whole world of 3D rendering is fairly new to me. It is exciting to discover these limitations of the software and then find more or less elegant solutions within the possibilities of what the software can do. But I am sure there are other solutions to this same problem. Have you discovered them? Please share.

One thing I would love to see in future releases of Renderworks is more accurate translucent texturing. I imagine architects and scenic designers both would love to have translucent curtains that render properly.

Red Swirl

Wednesday, May 24th, 2006

Red_swirl

This is a lighting rendering generated in Vectorworks.
More here.


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