Croatia – España [ Wallpaper II ]
Wallpaper Memorial Match between Croatia and Spain, corresponding to the last round of Group C of Euro 2012 at Arena Gdansk in Poland.
3D Model in Blender, Cycles rendering engine with.
Resolución 1280 x 1024
Wallpaper Memorial Match between Croatia and Spain, corresponding to the last round of Group C of Euro 2012 at Arena Gdansk in Poland.
3D Model in Blender, Cycles rendering engine with.
Resolución 1280 x 1024
Wallpaper Memorial Match between Croatia and Spain, corresponding to the last round of Group C of Euro 2012 at Arena Gdansk in Poland.
3D Model in Blender, Cycles rendering engine with.
Unas gotas de agua sirven para crear esta imagen, wallpaper format, realizada con el simulador de fluidos de Blender, renderizadas con Cycles.
A global illumination and materials “Glass” with a different refractive index for the container (pool) and the contents (water) along with a textured base with a grid that allows for an interesting optical distortion effect.
The fluid simulation in Blender is based on the numerical ( integration) a system of particles. The properties associated with these particles as its viscosity, mass etc create the effect that would occur in the different liquids.
High values of viscosity will result simulations liquid oils and fats, while lower values we provide sensations as the flow of water.
Blender has several functions to perform physical simulations: Smoke, fluids, by the, Particle systems etc..
These tools allow complex animations with simple menus where you define the type of simulation and the role it held in our object, adding parameters to their behavior.
We advance in experiments on renderings “Cycles”, Looking inanimate everyday objects. The search for solutions to obtain realistic images of time is based on two “Shaders” : Difusse y Glossy, mixed with “Mix Shader”.
The image also incorporates textures to map brightness, y un desenfoque que le aporta un efecto macro de fotografía.
Real or simulated?
How real is the image, or is created with a computer simulation?
El slogan lo leí por primera vez en los carteles de promoción de un master oficial en informática gráfica, juegos y realidad virtual impartido en la URJC.
The question is correct, the boundary between reality and simulation is becoming more diffuse, at least in regard to the credibility of synthetic images.
In addition to the basic set of “shaders” incorporating “Blender” in “Cycles”, There is a special element that can combine two of them: “Mix Shader”.
The definition of a material, normally, will be conducted using two or more shaders on the same object. The main difficulty is to determine the properties needed to create the desired effect that simulates the behavior of the material to light.
A scene formed by 27 spheres with material “Glossy” rendered with “Cycles”, the rendering engine that incorporates “Blender”.
The image has been calculated 200 integration steps.
Clicking on the main image is obtained in resolution wallpaper 1280 x 1024.
The lighting of a scene primarily used diffusion and reflection effects.
We have seen the basic shader using Cycles, called "diffuse", which is based on the model of Lambert or Oren-Nayar, based on the value that is used for the parameter "Roughness" ( 0 = Lambertian). This calculation model simulates the dispersion or diffusion of light on the material, but does not consider the effects of specular reflection that are associated with the model called “Glossy”.
Upon visual introduction to shaders saying we introduced the concept:
Synthetic images, as we are calculating with Blender, are rendered with different types of algorithms; results vary the final representation of the objects in the scene.
The mathematical models which allow a synthetic image are grouped into what is called “Shaders” the Shader.