l e v e l - o f - d e t a i lThe animations on this page demonstrate the support offered by RenderMan for level-of-detail (LOD). Three models of a gumball seed were made in Maya/ZBrush. Using LOD the renderer chooses the appropriate model to use based on the area of screen space occupied by the model. |
This image shows my progression of modeling the gumball seed. First, I created a simple base mesh in Maya by converting a Sub-D sphere to polygons so that there would only be quads. (ZBrush hates triangles.) After importing the mesh into ZBrush, I created polygroups for my extrusion areas. These would later turn into the seed's "beaks." The center model shows the model after the extrusions and with some slight pinching and pulling. After that, I subdivided the mesh three times and began to sculpt the polygons to form the Hi-res model on the right, which ended up being 24,128 polygons. |
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After creating my Hi-res model in ZBrush, it was necessary to delete edge loops until my models satisfied the polygon restrictions for the project. The Lo-res model needed to be <= 200 polys, Mid-res <= 3500 polys, and the Hi-res <= 15,000 polys. I originally applied a displacement map to my lo-res, rounder gumball but found that pulling a few vertexs out created a better, sharper look that transitioned better with the other models. The animation to the right shows the models being rotated in Maya. |
This image shows the three models textured with the same 1024x1024 tiff file created in ZBrush. Each model has very different topologies so I needed to find a way to UV transfer without going through the tedious process of re-UVmapping each model. (Hindsight's 20/20, I should have mapped my original 24k poly model before reducing the poly count!) Luckily I found out that Maya 8 features a mesh > transfer attributes function that did the trick. |
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Click here for a Hi-res version |
This animation shows exactly when each model is swapped out. I originally had a LOT more geometry flying at the camera, but clutter became an issue as well as render times. I settled for just two emitters that shot out 3 gumballs per second. My original idea used four emitters that each created 5-10 gumballs per second. Unfortunately a lot of the models penetrated each other's geometry to form confusing "masses." To get believable collision detection, render times increased drastically. That concept was probably overkill for this project, but it was fun simulating it! |
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Click here for a Hi-res version |
Since all the gumballs are shaded white, this animation tests the believability of the geometry swap. To be considered a success, the viewer shouldn't be able to tell when the geometry is changed. I have tried to minimize any "popping" effects. |
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Click here for a Hi-res version |
This animation was one of those exercises that made me pull my hair out over a small mistake. After a lot of trial and error, I found out two details that were necessary to show the textures on my models. First, I needed to put the .tx file in the same folder as my referenced .rib files. Second, I needed to change my "combo" parameter to "texmap". It drove me crazy because the test scene rendered fine when using cutter, but the textures didn't show when using Maya. Luckily our class webpage has tons of useful documentation. As a side note, I added motion blur. |
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This last image shows an alternate path I could have taken for this project. I attached a particle emitter to the path hoping I could spell out "SCAD" with the gumballs. The effect wasn't particularly interesting so I scrapped it early on. |
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