Computer-Music.com contains articles and product reviews related to making music using computers and creating 3D computer animation in sync with music. Computer-Music.com is also the home page of  Donald S. Griffin, an experienced professional composer, sound effects designer and audio consultant with an emphasis on computer games,  video games and internet music and sound effects. For pricing and contract availability send email to: DGriffin (@) Computer-Music (.) com

Computer-Music.com  contains articles and product reviews related to making music using computers and creating 3D computer animation in sync with music.
Computer-Music.com is also the home page of  Donald S. Griffin, an experienced professional composer, sound effects designer and audio consultant with an emphasis on computer games,  video games and internet music and sound effects. For pricing and contract availability send email to: DGriffin (@) Computer-Music (.) com

Graphics

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New Article: Graphics For Music!

This page is the launching point for all of the graphics related material on this site.

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.

[HRule Image]

Recent Experimentations:

trueSpace stuff:
Mostly modeled in Rhino. I am starting to experiment with modeling in Rhino then doing quick renders in Carrara then more complex ones in tS.

trueSpace Radiosity Tests: (Moved to their own page.)

Terragen sky cube and 3D terrain in tS: 1024x768 97k JPEG.
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.
TSdon200-04 TgenSkyCube025Trn022 02 110_120(1024x).jpg (99941 bytes)

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.
TSdon198-03 TerragenCube022 01-640x480.jpg (63555 bytes)TSdon198-02 TerragenCube022 01-Fr-640x480.jpg (58948 bytes)

[HRule Image]

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.
TSdon195-02 SM Irrid Gazebo 02(400x400).jpg (23819 bytes)    TSdon195-03 SM Irrid Gazebo 06(560x600).jpg (34584 bytes)    TSdon195-05 SM Irrid FloorPot02 02(320x240).jpg (24394 bytes)    TSdon195-06 SM Irrid Bottle 02(240x600).jpg (18820 bytes)

[HRule Image]

 

 

 

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Copyright 1996-2004 Donald S. Griffin - Computer Music Consulting. All rights reserved.
Revised: February 04, 2004.
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