12. Advanced 3d Modeling & Rendering 1
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1 Design + Computing 12. Advanced 3d Modeling & Rendering 1 11/21/2014 CAD & Graphics II HOM2027 Fall 2014 Every Friday 2:00 pm 6:00 pm Jin Kook Lee, PhD designit@hanyang.ac.kr Assistant Professor, Space & Design IT Lab. Department of Interior Architecture Design, Hanyang University
2 Where we are - Architectural Modeling - Developing Arch Ideas - Prep for the Final Project - Nov 21: Your Final Plan - Nov 28: Midterm Exam - Dec 5: Your Project Progress Report - Dec 14: Final Project Dev. - Dec 19: Final Project Presentation
3 What to do today 1. Developing the final term project To develop your idea! 2. Lab exercise 01: MR Caustics & Multi-pass effect Render a scene 3. Lab exercise 02: HD rendering in MR Render a high resolution (Full HD: 1920 X 1080 pixel) image using Room Interior 4. Lab Exercise 03: Rendering given building model (from the last week) Render a scene 5. Lab Exercise 04: Your Office Interior Design - Modeling & Rendering Render a scene & your *.max file 6. Requirements: All lab exercises outcome files should be submitted in Shared Folder Appropriate *.max files &/or images in JPG format. Try to get your best! Submit this week s LE today
4 What we have been walked through 1. CAD & Graphics Fundamentals 2. 3ds MAX Design Mental Ray + Vray 4. Geometric Modeling + Architectural Modeling 5. And what s next? - Elaborated/Skillful CAD & Graphics, using 3ds Max or etc. - Smart CAD & Graphics BIM (Building Information Modeling)
5
6 Design Idea & Concept Visualization from IDEA Design book, A&C Publishing Co., Ltd.
7 IDEA Design By A&C Publishing Co., Ltd.
8
9 THE SCOTTS TOWER Architect_UNStudio, Location_singapore
10 ZOOMLION HEADQUARTERS INTERNATIONAL PLAZA-SINGLE TOWER Architect_amphibianArc, Location_Changsha, China
11 ZOOMLION HEADQUARTERS INTERNATIONAL PLAZA-TWIN TOWER Architect_amphibianArc, Location_Changsha, China
12 ROCKMAGNETEN Architect_MV RDV & COBE Location_Roskide, Denmark
13 ATLANTIC CITY BOARDWALK HOLOCAUST MEMORIAL Architect_Kanjun Lee Location_Atlantic City, USA
14 POP-UP HOTEL Architect_PinkCloud.DK Location_New York, USA
15 INSTANT HOUSE <INSTANT LUNG> Architect_Ryszard Rychlicki Location_Milan, Italy
16 BLOCK A101 Architect_KLNB Keeyong LEE + Nened BASIC architects Location_Russia
17 BUSAN OPERA HOUSE Architect_Sunjin Engineering & Architecture Co. Ltd Location_Busan, South Korea
18 BUSAN OPERA HOUSE Architect_Sunjin Engineering & Architecture Co. Ltd Location_Busan, South Korea
19 THE ICEBERG Architect_CEBRA+JDS+SeRCH+Louis Pailard Location_Aarhus, Denmark
20 UDBETALING DANMARK HOLSTEBRO Architect_CEBRA Location_Holstebro, Denmark
21 A MOSQUE FOR ALL Architect_BIG Location_Tirana, Albania
22
23 3d Modeling & Design Representation
24 What s this?
25 What s this? Top Left Front Right Bottom
26 A chair design
27 A chair design: Hide & Perspective
28 From 2D drafting to 3D modeling 2D Drafting 3D Modeling Plan: Top view Plan: Front view Elevation 3D Surface Model 3D Solid Model 3D Axonometric (still 2D drawing) Capturing some visualizations from the model: Rendering, Animation
29 Review CAD history The design is a drawing of the product e.g. Geometric drafting in 2D The design is a surface model of the product e.g. Geometric surface modeling in 3D The design is a 3D model of the product e.g. Solid modeling The design is an editable 3D model of the product e.g. Parametric modeling The design is the integrated representation of all the compositional, analytical and fabrication representations of the product (Geometry is just one part of the model) e.g. Product Data Modeling, Building Information Modeling H W D Parameters: H, W, D + Information Information Modeling
30
31 Review: 3d graphics software interface
32 Famous 3ds MAX. Since MS-DOS. Officially announced 3ds MAX at Siggraph 1995
33
34
35 How to use computer software? GUI (Graphical User Interface) Menu Icons / Toolbar Typing, Clicking, Drag and drop, Key stroke Tabbed (grouped) Icons / Toolbar (Ribbon Interface by Microsoft)
36 How to interact with computer software? User Interfaces, as of 2012 CLI Command Line Interfaces - Command prompt GUI Graphical User Interfaces - Windows, Mac NUI Natural User Interfaces - Touch, motion, voice.. General software we use today General CG software: for Efficiency and Precision e.g. AutoCAD command line
37 Why 3d graphics software is very hard to learn? This gap makes you hard to get 3d graphics! Ideal interfaces for 3D modeling - 3d laser scanning (from real world objects) - Image processing (from 2d pictures to 3d model) - Beyond keyboard & mouse: Tangible devices for manipulating 3d objects in 3d way Most 3d graphics tools) - Handling 3d objects on 2d screen! Too complicated 3d modeling on 2d views Too many icons! (limitation of GUI) Too complex options, too many function
38 Example - Another 3d modeling method: Laser Scanning Point Cloud Laser Scanner Scanning
39 Example - Another 3d modeling method: Image-based geometry reconstruction Google image search
40 Actual reason why 3d graphics software is too hard to learn? Quiz do you know these? Ray tracing, global illumination Bump mapping, Phong Shading Bezier curve, Spline, NURBS, control point, segments UV mapping, UVW Polygon mesh Sweeping, lathing Knowing about camera and lenses focal distance, aperture, exposure Without understanding what are these, learning 3ds MAX is equivalent to memorizing the order of clicking buttons among hundreds of icons, in a messy GUI interface. If you understand the logic, rather than the order of clicking buttons, you can learn any complicated modern 3d modeling & rendering software such as Rhino, Maya, Blender, Digital Project, and so on, of course including 3ds MAX.
41 Review: 3d Geometric Modeling
42 Geometry for making 3d objects Modeling 3d object: Creating an object (hard to do, except making primitives) And Modifying it (very hard to do modify in 2d geometry)
43 Creating 3d objects 0 Primitives A legendary Utah Teapot, developed by Martin Newell
44 Creating 3d objects 1 Extrusion: extruding a polygon
45 Creating 3d objects 2 Lathing: revolving a surface
46 Creating 3d objects 3 Sweeping: sweep a section profile onto a polygon path
47 Creating 3d objects 4 Others: Skinning, Boolean operation (CSG)
48
49 An Example 3ds MAX Modeling & Representation - Geometric Modeling no need to be a smart model Scenario: Workspace design concept development using 3d visualization (3ds MAX)
50 3ds MAX use scenario in interior architecture design Define UoD What s in your mind? - Roughly sketch it freehand if needed - Plan hierarchy diagram and objects (Geometric) Modeling Modeling universe (environment) Modeling design elements Planes Walls 2d sketch 3d modeling Sky, outside view Modification Import Modification Rendering Material mapping Lights Camera Rendering scenes Retouching in 2d Graphics Tools Photoshop (or others) supports lots of complicated effects - Modify: Level, Color balance, Sharpness, Gaussian blur, etc. - Add: Remapping, Compose, Texts, etc.
51 Concept & Development This is a small office for an IT-based design company, a part of a high-rise building They design Web-based media such as Prezi, Flash, e-contents, etc. They need to get feedback frequently from users, remotely Non-structural columns for digital communication! Media Posts! Columns are connected to the network They have several built-in touch-pad devices Designers post their design to the Media Posts, and get feedback Windows are also another type of Media board: Transparent screens
52 Reference Images Blurring Space, JK Lee et al, 2003
53 Reference Images
54 Stage 1: Modeling architectural environment 1 Create a box object: with enough segments in a proper size, e.g. 12m X 20m X 6m 2 Convert it into Editable Poly 3 Delete one side wall 4 Other 3 sides should be Flip
55 Stage 2: Photometric Lights 1 Create a Photometric light on the ceiling 2 Copy instances using Shift + Move icon 3 Adjust light options: Cylindrical emit, Intensity 50cd, set color, etc. 4 Test render inside for seeing inside brightness
56 Stage 3: Place a Camera 1 Place a target camera 2 Adjust its location properly 3 Adjust camera options: Focal distance (use wide), Multi-pass effect (depth of field), etc 4 Create a Camera view, test render inside for seeing via camera
57 Stage 4: Modeling Interior Elements 1 Create interior elements: create a box and copy instances (Columns) 2 Create interior elements: other elements dependent upon Level of Detail you want 3 Import elements: pre-defined furniture and/or cubicle system furniture, etc Copy instances 4 More lights and/or window modeling (still surface is okay in this LoD)
58 Stage 5: Material Mapping and Rendering 1 Assign one view port to the Camera, and toggle views using Alt + W 2 Assign colors into surface walls and interior elements: white 3 Assign preset materials to some of objects: Arch & Design solid glass to the window parts, floor.. 4 Test render and adjust related setup: lights, material, camera lens & depth, etc Get your scene
59 Basic modeling, lighting, camera, and rendering by Mental Ray No texture mapping
60 Modeling 1 side media window No texture mapping
61 Modeling 3 sides media window Windows: Arch & Design solid glass
62 Modeling a little bit elaborated modeling Windows vertical rails: Arch & Design metal
63 Floor material (Arch & Design preset) & external lights Floor: Arch & Design concrete
64 Floor material (Arch & Design preset) & external lights Concept rendering image: Need to retouch in Photoshop Media images on the posts & screen
65 Floor material (Arch & Design preset) & external lights Concept rendering image: Need to retouch in Photoshop Media images on the posts & screen
66 Media screen mapping 1
67 Media screen mapping 2
68 Media screen mapping 3
69 A concept image of a workspace this takes around 2 hours for modeling & rendering LINK
70
71 Lab Exercise 00: 3ds Max basic render environment - Basic render environment file for Mental Ray - Basic render environment file for Vray Use them for your precision modeling & quick rendering preview
72 Environment_MentalRay.max 1,000mm 1,000mm
73 Lab Exercises 01: Camera MR Multi-pass effect (+ Caustics)
74 How to enable MR Caustics: 1. Turn on Caustics in GI tab: Render setup - Indirect Illumination GI 2. Turn on target objects Generate Caustics : Object right click object property 3. Turn on lights Generate Caustics
75 Rendering Example
76 Lab Exercises 02: Rendering HD images & reducing time - 3ds Max + Vray using Light cache & Irradiance map - 3ds Max + MR using FG map & GI map very high resolution images rendering for: Studio finals, Competitions, Graduation work, etc.
77 Reducing rendering time Avoid too detailed mesh models, Use good mapping sources, Do not load unnecessary models behind the scene, Fix geometric errors, etc. And? Rendering consists of 1) calculation, and 2) image generation calculation can be saved as a file (map file), and reused by another rendering with high resolution this only takes image generation time, without long calculation time At this moment, swapping map file can be applicable for avoiding color bleed, etc.
78 1920 X 1080 pixel image rendering in a couple of minutes, using Mental Ray in 3ds Max
79 Lab Ex 05 1: Rendering HD image using Vray & Cache/map files Low resolution image
80 High resolution image
81 Lab Ex 05 2: Rendering HD image using MR FG/GI map files Low resolution image
82 High resolution image
83 Reducing Color Bleeding using saved map files Sometimes Color Bleeding hinders rendering good images It can be controlled by replacing with different map files
84 Reducing Color Bleeding using saved map files Low resolution image for making non-color bleeding map files (white background) If needed, use different mapping colors for both: 1) making map file (with non-color bleeding colors), and 2) HD rendering (with any wanted colors)
85 Lab Exercises 03: Rendering your building
86 MR Daylight system
87 Architectural rendering (no need to be photo-realistic)
88 Lab Exercises 04: - Make your Office: Pseudo 3D Building Model - Refer to the slides today (media wall office case)
89 Stage 1: Modeling architectural environment 1 Create a box object: with enough segments in a proper size, e.g. 12m X 20m X 6m 2 Convert it into Editable Poly 3 Delete one side wall 4 Other 3 sides should be Flip
90 Stage 2: Photometric Lights 1 Create a Photometric light on the ceiling 2 Copy instances using Shift + Move icon 3 Adjust light options: Cylindrical emit, Intensity 50cd, set color, etc. 4 Test render inside for seeing inside brightness
91 Stage 3: Place a Camera 1 Place a target camera 2 Adjust its location properly 3 Adjust camera options: Focal distance (use wide), Multi-pass effect (depth of field), etc 4 Create a Camera view, test render inside for seeing via camera
92 Stage 4: Modeling Interior Elements 1 Create interior elements: create a box and copy instances (Columns) 2 Create interior elements: other elements dependent upon Level of Detail you want 3 Import elements: pre-defined furniture and/or cubicle system furniture, etc Copy instances 4 More lights and/or window modeling (still surface is okay in this LoD)
93 Stage 5: Material Mapping and Rendering 1 Assign one view port to the Camera, and toggle views using Alt + W 2 Assign colors into surface walls and interior elements: white 3 Assign preset materials to some of objects: Arch & Design solid glass to the window parts, floor.. 4 Test render and adjust related setup: lights, material, camera lens & depth, etc Get your scene
94 Media screen mapping 3
95 Next Class Geometric Modeling & Modification Technique in 3ds Max 3ds Max Design + Mental Ray Technique Architectural Modeling by AutoCAD dwg files
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