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INTRODUCTION TO 3D VISUALIZATION

DIGITAL MEDIA WORKSHOP
NJ Namju Lee

WHAT IS THIS WORKSHOP?

The Introduction to 3D Visualization( 3ds max and Vray ) is specifically designed to provide GSD Students with senses of digital representation in their design by ...
(1) understanding common and holistic work flow for rendering and animation in 3ds max(Vray),
(2) learning optimized tips and Know-hows for rendering and animation in 3ds max(Vray),
(3) expanding the knowledge on the basis of topic-orient examples.

To achieve it in the given time, the workshop can be divided into ...
(1) 3ds max’s interface(Controlling view, Full-down menu, and Panel),
(2) importing model from SktechUp and Rhino(group and layer),
(3) general creation (line, polygon, lighting, camera and material),
(4) environment(Vray),
(5) animation (basic and advance animation)
(6) post-production(Photoshop for still image and AfterEffect for animation)

So that you will grasp ideas when it comes to visualizing and representing your design as forms of images or videos.

For those who have no or little background about this topic, here is my suggestions
(1) attend the workshop without any pressure
(2) watch what the workshop is( just like watching movie or film because there are several magic and playful examples)
(3) memo what you are interest in for presentations of design in the future.
(4) with your problems, come to CODE WITHOUT FRONTIERS(CWF) which happen two times in a week.(we will announce the time and room by the gsd-fellow-student e-mail during the semester.)

WHO YOU ARE?

This workshop is for those who are familiar with 3D software such CAD program as 3ds max, Maya, Rhino to develop an advanced 3D visualization skill, or those who want to understand the process of 3D visualization in Urban, Architecture, and Landscape architect representation as a form of a still image or a video.

OBJECTIVITY

* Maintaining quality of visualization
* Maximizing working performance in a given situation
* Leaning different types of the visualization processes in Urban, Architecture, and Landscape Architecture domains
* Understanding and expanding knowledge to other software in the digital environment
* Prepare for advanced visualization

SOFTWARE

* Rhino, 3ds max, VRay, Photoshop, Aftereffect, Media Encoder, plugins, and scripts
* You need to install several plugins for 3ds max and Rhino Grasshopper
in the "[DATA]" folder Link
copy “gw_Ivy.dlo” in the plugin folder of the zip file
to “C:\Program Files\Autodesk\3ds Max 2016\stdplugs”
copy “Greeble2015.dlm” in the plugin folder of the zip file
to “C:\Program Files\Autodesk\3ds Max 2016\stdplugs”
copy all of files in the addon for GH folder(numerical geometry, numerical environment) to Libraries folder
(ex C:\Users\NJ9\AppData\Roaming\Grasshopper\Libraries)

WHEN

September, 19 (Monday), 2016, Part A and B 7:45pm - 10:15pm
September, 20 (Tuesday), 2016, Part C and D 7:45pm - 10:15pm
Room 111, Gund Hall, Harvard GSD

STRUCTURE

50% for demo with example files(before/after), and 50% for overview of processes. This ratio might be changed during the workshop.

WHERE CAN I DOWNLOAD THE FILES?

Content(pdf)
Example files
BasicAnimation.pdf
BasicParticleSystem.pdf


CONTENT

PART A - INTRODUCTION TO 3DS MAX

essential working process in 3ds max

Basic

1. understanding 3ds max

interface, full-down menu, creation panel, viewport
git link

2. import

unit setup, layer, attach, group ...
git link


optimization ...

NURBS from Rhino ...

3. object

mergeing car, bench, light, tree...
git link

tree distribution(proxy)
git link

ivy tree (landscape)
git link

greeble and snow generator...
git link

git link

PART B - RENDERING AND POST-PRODUCTION FOR IMAGE

RENDERING

1. understading global illumination(GI) system

lighting / environment / setting...

2. rendering engine and template

Raytracing
Vray Sun(physically based rendering)
HDRI
Dome
Radiosity
Light Tracer

git link


git link

3. script for rendering

4. material

POST-PRODUCTION

5. editing and effecting

pixel operation / gamma / collage...

6. post-production for image

PART C - ANIMATION

general working process for Animation in architectural visualization

Basic

1. understanding animation in 3ds max

transform: position, rotation, and scale
animation with transform (curve editor / trajectory / track bar / frame rate)
git link

2. animation with materials

colors, bitmaps ...
git link

3. animation with modifies

bend / twist / boolean operation ...
git link

4. animation with constraint and link

camera path ...
git link

5. animation for building contruction

position, scale, rotation, opacity...
git link

6. animation by ANT scripted plugin

[Link] ANT plugin in 3ds max ...
git link

7. animation rendering (sequences)

range rendering ...
git link
360 video ...
git link
object motion blur VS camera motion blur
git link

8. interior animation

sequence mapping(video), rotation ...
git link

9. particle system

force-driven particle, event-driven particle system ...
git link

Advanced

Data-driven visualization / animation

animation by simulation with physics engine and event

particle system , and Paricle Flow

force-driven particle system or event-driven particle system...

PART D - RENDERING AND POST-PRODUCTION FOR ANIMATION

RENDERING

1. understading global illumination(GI) system

lighting / environment / setting...

2. rendering engine and template

Raytracing
Vray Sun(physically based rendering)
HDRI
Dome
Radiosity
Light Tracer

git link


POST-PRODUCTION

1. post-production for video

PART E - USE CASES

general working process of post-production in architectural visualization Case study

1. Camera animation

2. Seasonal animation

3. Time-Lapse animation

daylight simulation with EPW

git link

4. Digital Mockup

composite rendering sequences with movies

git link

5. DREAM PAVILION ANIMATION

composite rendering sequences and images for animation

APPENDIX

PRE-PRODUCTION

1. schedule

deadline / video run time / rendering style...
Layout ( Mise-en-scene )

2. frame

vertical
horizontal
square
diagonal frame
open frame
closed frame

3. background and foreground

composition
scale
material

4. camera

angles
high angle
low angle
bird’s eye angle
eye angle
oblique angle
Shots
extreme long shot
long shot
full shot
medium shot
close up shot
extreme close-up shot

5. sequence or movement

perception
movement from emotion, contrast, frame, tradition
camera
pan
tilt
dolly shot
zoom short
handheld shots
crane shots or aerial shots
scenes
transition between scenes
6. music and sound
7. Raising questions

Reference