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Creating environments for your visualizations
When you have finished modelling, texturing and lighting your
visualizations things will probably still look a bit stale. You can give
your visualization context and placement if you create some simple and yet
convincing props, such as skies, vegetation and people. As photorealism is
the intended direction of architectural visualizations what better to use
to beef up your realism than some intelligently placed photos.
Sprites
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In order to seamlessly add photographic images into a 3D
visualization we need to be able to mask out the parts of the photo
we aren't interested in seeing (like the grey background in the
image). By one means or another, a mask has to be created to make
the image transparent in the grey sections and opaque in the
coloured sections. Creating such a mask is a tutorial in itself.
Using a green screen facility is one solution, but you can also
purchase existing libraries of sprites (people, vegetation, cars
etc...) from specialist companies such as Marlin Studios. As such
a simple shader can be made up using these two images mapped to a
shader's colour and transparency channels respectively.

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| Apply the shader to the appropriately scaled
NURBS plane |
A sprite will only cast shadows if you
use ray traced shadows |
Sprites in this context can be used for people walking around inside or
outside a 3D modelled house, they can be used for trees, grass, cars
etc... You can even use animated sequences or people, cars, etc. The
fundamental problem is that these are all 2D textures in a 3D world, and
if you move your camera to one side of the sprite the illusion is lost.
This is especially
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| The sprite's normals facing the camera |
A "flattering...er.. flattening" sideways
glance |
The illusion of depth from a 2D sprite can only be maintained if the
sprite is always facing the camera (ie the surface normal always aims at
the camera). This can be achieved using an aim constraint between the
sprite's geometry and the shot camera.
Creating camera aim constraints for sprites
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In order to correct this problem we have to
create an aim constraint, such that the sprite's surface normal (the
Y axis in our example) points towards the camera and so the sprite
stays upright we orient its vertical vector (negative Z in our case)
by creating an up vector in the negative Z direction..
So select first the object that is doing the
constraining (the camera) then the object being constrained (the
plane) and then;
Constrain > Aim
Change the Aim
Vector to X = 0, Y =
1, Z = 0. Change the Up Vector to X = 0, Y =
0, Z = -1.
Then click Add.
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 Sprite without aim
constraint
 Sprite with Y=1
aim constraint
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| Now the sprite turns to face the camera |
In all (reasonable) views |
The sprite will now turn and face the camera
Exercise
You can see now that it would be an easy process to now make the woman
above stand in a field of grass and trees. Two sprites are used here, a
strip of sprite grass repeated several times and a simple tree.
Environments.
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There are two easy ways to create a background
sky for visualizations. One is to just change the camera environment
colour to a blue colour, or create some geometry and apply a sky
texture to it.
To change the camera colour, first select the
camera, then open its attributes. Open the Environment folder and
click on the colour swatch to choose a new background colour.
A more elegant approach would be to use some
appropriately textured geometry.
There are two types of geometry skies you can
use - a hemisphere - a cylinder (landscape)
Below are examples of textures that if mapped
on to a NURBS hemisphere and cylinder respectively would give a nice
sky. Consideration would have to be taken such that the objects are
sufficiently scaled such that proper perspective is
maintained. |

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Hemisphere Texture,
with the same texture applied to the previous scene |
Landscape Texture |
Landscaping using Paint Effects and Particle
Systems
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In this section we are going to explore how you can use both
surface particle emission and paint effects to create gardens for
your visualization.
The idea is to put plants around a house in an organised manner.
We could just paint freestyle using a landscaping layout like the
one shown on the right, but that is messy and time-consuming.
A much easier (in terms of labour) solution would be to let them
grow for themselves.
To do this we will be planting particles as seeds on the ground
where our plants are to grow. We can then use the particle instancer
to instance a paint effects curve onto each particle.
Start with a landscaping layout, and using the Create Polygon
Tool, trace out the section of the garder you want to work on.
(To be completed at a later date... sorry, email me if you want a quick
explanation) |


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