Rendering and Visualization
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Image based lighting; a HDR image taken behind my house was used to light this model The Fourth Grace composited with a shot of the 3 Graces of Liverpool. model done by me, Photoshop-work done be Mark Glean
Detail Spending hours a day modeling a building in 3D i have really come to appreciate good real-time qualities. To make what we model look and behave like its physical counterpart is of great interest. Its starting to become available in some CAD systems but there is still a long way to go.
More image based lighting. One half of a hinge that can be machined in a 3-axis mill. Designed by my friend Greg Epps.

Screen-grab of an early Fourth Grace model. A disadvantage of a completely unconstrained camera is that you end up designing the building from viewpoints you most likely will never see in real life. Wouldn't it be great to have a more human-like camera/viewpoint?

Assembled Hinge Curved fold double column.
Curved fold on a metal sheet. part of Greg's final year project at Goldsmiths in London Detail.
I'm not a big fan of 'photo-real' renderings in architecture. A lot of the so-called photo-real images are very much deceptions; they may look real but they most certainly are not the way we will se the finished building. NPR on the other hand leaves room for out minds to fill in the richness of a space. Some simple NPR images form the development top floor of the Cloud, part of the Fourth Grace
   
More NPR; a test to see if there was anything to gain from model-like renderings vs. physical models. The answer? No, not if one carefully plans the model-work. But if you like to change your mind a lot then yes, maybe. Barnsley market in ochre and black. Playing around with low filter settings to get a stochastic error effect on the shadows and transparency. No photoshop work; this is straight from the renderer
Concept model of the market in Barnsley lit with a HDR image taken from the location.  
Black and white versions of the Barnsley renderings. here a bit more play with frosty transparency.  
   
Abstract object created with L-system. Rendering burned out by very high ambient lighting and a couple of big area-lights. More L-systems. Low settings on the sampling of DOF lens shader resulting in a nice scattering effect.
   
   
2 area-lights one black and one white slightly offset, the white light has 50% higher intensity. some interesting shadow effects. DOF shader.
Shadow only.  
Who knows? Diffuse transparency rendered with Final Gathering.