This page is the launching point for all of the graphics related material on
When I add news and reviews of graphics applications are articles about
computer graphics they will be posted here. This format will allow music and
sound people with no interest in graphics to bypass this material and for those
only interested in graphics material bypass purely music related content.
I place my newest images and animations here then later move them to the page
archives page for the program that was most instrumental in their creation. The
Archives section is my version of a gallery. Much of my graphics work revolves
around evaluating programs and techniques for use in making animation for music.
Because of this most of images and animations arose or are the results of tests
along those lines.
Mostly modeled in Rhino. I am starting to experiment with
modeling in Rhino then doing quick renders in Carrara then more complex ones in
Tests: (Moved to their own
Terragen sky cube and 3D terrain in tS: 1024x768
I rendered only the sky in 6 views in Terragen then
applied it to a cube in tS. Then I exported the terrain as a Lightwave file and
imported that into trueSpace. I resized the cube to match the size of the
terrain. With real-time rendering on it was like a diorama. One new thing I
figured out is to flip the faces on the cube so you can see the interior in
real-time. To improve real-time visibility of the interior of the cube I
suspended a bulb light in the middle until I had set up the scene for rendering.
Terragen Cube in tS:
MI rendered 6 views in Terragen (512x512) and pasted them
on a cube in tS then used that as a very large environment. One fun thing about
these renders is that the only thing that is where it seems is the sphere so it
does not cast a shadow on the ground below it because that ground is actually
quite far away in that direction. So typical use of this trick would probably
involve scenes where the Terragen cube scenery looks far away in all directions.
I rendered another picture set like this even before trying this first one. It
should work better and I will try some more complex scenes with it. One fun
thing I did was, since I started with a standard 2 meter cube I was able to drop
a distant light into the scene and by making the distant light a about double
size its arrow stuck through the cube so I was able to line up the distant (sun)
light with the image of the sun on the cube just by lining the arrow up so it
appears to pierce the cube right where the bright sun image is. Cool eh? So easy
it hurt. I didn't try to flip any of the images so they are all backward but how
could you tell in this case? These images were taken with wide angle setting on
the camera and aiming 90 degrees off from each other. Here they are in order
from left to right. Pretend I took the first one then turned 90 degrees to my
right and took the second one. Because they are wide angle they each show 5
sides of the 6 sided cube. In the preview window I could see the far side of the
cube as a square surrounding the sphere then the side edges radiating out toward
the corners so you should be seeing plenty of seams if they are visible. If not
then the system works. Strangely, when I changed the camera to a normal ration
the scenery is a bit crusty so maybe I needed larger renders. I have to do some
more experiments. When I applied them to the cube I did NOT use the filter check
box because it always seems to make stuff look really blurry, really bad. I
guess it would help if you had a very low resolution image in the first place.
Shader Magic Iridescence test renders:
These test renders all use an iridescence reflectance
shader thrown together by Michael Gallo in a few minutes to show me it could be
done in Shader Magic. I mixed it with a couple other reflectance shaders such as
Yamaneko Fresnel and used Rough for Bump in the gold bowl. I think the Gazebo
looks like bronze. Am I right? I have not seen bronze in quite a while.