由专筑网杨帆,刘庆新编译
Phil Buerer的Stadtpark Biel图有几种彩色的版本,但是其中黑白版本最吸引我,它也获得了2014年第22周最佳图像称号。
Phil Buerer‘s ‘Stadtpark Biel’ visuals had several color views, but the Black & White ones up top captured my attention the most and awarded him Best Visualization of the Week NO. 22/2014.
我喜欢该项目的建筑主题和里面两部分之间的对比,也喜欢它很好的构思,以及里面天空、云朵、树木、建筑和前面的草地之间的平衡分布,今天他给我们分享了项目背后的故事和过程。
I love the architectural subject and contrast between the two parts of it, as well as the well thought of composition and balance between sky, clouds, trees, house and the grass in front of it all. Today he shares with us the story behind this project and the process of making these great looking visuals. Enjoy!
作者:Phil Buerer
Phil Buerer是一名自由数码艺术家,对建筑图有很高的热情。他除了制图外,也在数字网络上发表自己的作品,所以他的工作工具有画笔、设计手稿和施工图纸,还有像素和多边形。
项目论坛主题:Stadtpark Biel
终于有机会将我最近的项目写成文章,我将会利用这次机会做一次深入的概观,期间会注重我的工作流程和我自己总结的一些技术经验。所以我会很关注你们给我留的评论。
使用的软件
• Cinema4D
• V-Ray for Cinema4D
• Photoshop
Author : Phil Buerer
Phil Buerer is a freelance digital artist, with a great passion for architectural visualization. Educated and certified as a draftsman and web & media publisher he works with pencils, sketchbooks and construction drawings, as well as pixels & polygons.
Project Forum Thread : Stadtpark Biel
Thanks Ronen, Hi All
Given the chance to write an article about my latest leisure project, I will (ab)use the opportunity and give an in-depth overview, focusing on my workflow and my own, probably debatable techniques… So I do expect to see your comments below after you finish reading.
Software Used:
• Cinema4D
• V-Ray for Cinema4D
• Photoshop
Introduction/简介
项目Stadtpark Biel开始于2002年,那时我还是一名建筑绘图员,已经打算在瑞士比尔的城市公园范围内建造一个幼儿园。这座现存的建筑,以前是公园的看管者在这里居住,现在要将其重新打造,创造足够的空间容纳所有的孩子们。
因此,我所在学习的学校打算将这个项目提供给学生们来各自表达他们的想法,并承诺实际建造的幼儿园会根据最终获奖方案来建设。但是奇怪的是,我们的这些想法一个都没有实现。
作为一名胸怀大志的建筑师,我想建造一座这样的建筑:在小路边设计一座建筑,有着公园的环境,给路人能留下深刻的印象。当然建筑要尊重现有建筑的环境和设计理念,因为我觉得这是值得保护的。
所以该建筑要有新旧搭配,能和公园融为一体。而后我的想法是给这座建筑披上树皮外衣。因为树干是圆柱形,所以建筑外立面就需要被设计出有一定弧度。
The project “Stadtpark Biel” dates back to 2002 when I was studying to become an architectural draftsman. At the time, there were plans to build a kindergarten within the confines of the “Stadtpark” (literally: City-park) in Biel/Bienne, Switzerland. An existing building, formerly housing the caretaker of the park, was to be re-purposed and extended in order to have enough space for all the kids.
Consequentially, the school I was studying at made it a project for students to come up with ideas for said venture, with the promise of actually building the kindergarten according to an eventual winners drafts. Surprisingly (or not), none of our ideas ever have been realized. Hah!
Being an aspiring architect, my ambitions were as follows – Design a building that belongs. Adding to the park atmosphere in a subtle way yet leaving a lasting impression on passersby. All while respecting the beauty and spirit of the existing building, which I found to be worthy of preservation.
So a building new and old, and integrating smoothly into a park it was. Soon I had this idea to coat the facade with tree bark planks. Trees are round, usually, so the facade would be curved.
当然,树木不会有许多洞,所以我就想一些门和窗户的开口也不能太影响到连续的木质立面。这样建筑的基本理念就诞生了,我脑海里浮现出通常的草图和风景图,项目完成了,我终于从那个学校毕业,却偏偏全然忘记了这整件事。
Also, trees don’t have a lot of holes admittedly, but the few openings for doors and windows wouldn’t disturb the illusion of an uninterrupted wooden facade too much I figured. The general concept was born, I conjured up the usual drawings and views, the project was done, I eventually graduated from that school, and had all but forgotten the whole thing…
直到几个月前我来到这个公园,我简直不能相信我看到的建筑的样子。我一点也不喜欢,虽然不想冒犯任何人,但我真的完全不喜欢它。
…until a few months ago, when I visited the park, and to my utter disbelief saw what they actually built. There’s no accounting for taste, as the saying goes, and without wanting to offend anyone, I don’t like it at all.
春天又来到了,万物复苏,当我再次在公园里闲逛时,又想起了那个老的项目,突然心血来潮,想把这个项目重新挖掘并继续下去。这次,我用到了3D渲染,希望技术能有较大提升。我竭尽全力想创建好的视图,在多边形和像素方面都有所提高,这次,通过形象化和3D的运用,效果还是惊人的。
It being spring and monty python and all, the bright side of my short stroll through that park, was that I remembered my old project from way back, and had a sudden surge of motivation to dig out my old sketches and have a go at it again. This time in 3d making use of that decade of advances in computing power, rendering technology, and… well my hopefully much improved skills. After all the ability to create nigh perfect illusions out of nothing just with polygons and pixels, is what still, after all this time, fascinates me the most about visualization and 3d.
Right then, off we go.
Preparation/准备工作
因为我知道“磨刀不误砍柴工”,我习惯于进行每个项目之前在一张纸上列出一个整洁的时间表。大概估算出每一步需要多少时间。虽然并没有给自己规定期限,但是这样做了,也是一种自我提高。这个案例中我用了一个月的时间。
The one thing I learned, if nothing else, is that proper preparation goes a long way. I made it a habit to outline a neat little schedule on a piece of paper at the onset of every project. Roughly estimating how much time I’m going to spend on what. Nothing says you’re done now like a deadline. Even those self-imposed. In this case one month.
所以现在我想以不同的条件(天气、一天不同时段等)渲染出各种室外场景。我避免制作出照片效果,因为我想能自主选择相机角度,不想让所有的图都表现出一天的不同天气情况。你会注意到这个项目主要注重的是3D视图,所以几乎不用进行后期处理。
下面是一组经过我甄选用来启示与借鉴的图片。
So by now I know I want to render various exterior shots in different conditions (weather, time of day etc.). Also, I decided against photo montage, because I wanted to be able to choose camera angles freely, and not waiting for all the different weather conditions at day and night to take all the pictures. As a result you’ll notice that the focus of this project is mostly 3d, and almost no post-processing.
Here’s a selection of pictures I took during my recce that I use for inspiration and reference.
Experimenting/尝试过程
我喜欢不断实践,这是在渲染过程中让我学到最多,也是最快乐的地方。有了一个想法并快速尝试它,这比寻找和观望捷径更有收获。这个项目中,最明显和重要的事情就是木质立面元素。所以我制作了一些简单场景的快速的初始渲染来展示木材。我第一个想法就是拿来一些木材图片,将它们简单的纹理导入PS中,逐个用移置贴图方式形成几何图形。
Or proof of concept. But I like experimenting, for this is how I learn the most with the most fun being had in the process. Having an idea and trying it out in a “quick and dirty” is far more rewarding than looking for and watching tutorials. In this project the most obvious and important thing was going to be the wooden facade elements. So I made some quick preliminary renderings of a simple scene showcasing the wood. My first idea was to take a few pictures of wooden planks to make them into simple textures in Photoshop and apply them one by one to geometry with a displacement map.
但是这样做出的效果并不好。我不得不添加一些与木板材质相匹配的图片,来避免明显的花纹样式重复。一张简单的贴图也要花很多时间来渲染,即使用最低设置。有一些明显错误的操作,但是我确实不知道错在哪里,但是我可以用另外的方法代替。
另一个想法就是在长凳上有一个镜头。长凳并不特别,就是城市中到处可见的那种长凳模型。这里的长凳需要很完美而且要突出细节。所以,长凳建模后,我需要一些初步渲染,我决定尝试一些草地、树木和周围环境渲染,使它成为项目本身的一部分。
Turns out that didn’t work too well. I would have had to take and process (extract displacement, spec maps etc.) way too many individual pictures of matching planks, to avoid obvious pattern repetition in renderings. Also, that one simple picture took hours to render even with the lowest settings. Something was obviously wrong here, I didn’t really know what, but I had another idea instead. Details about that later.
Another idea I had was a shot over a bench. Not just any bench, but that very particular model of benches that are found all over the town. That bench needed to be perfect and exactly to spec. So after modeling the bench I needed some preliminary renderings asap. And while I was at it I decided to test some grass, trees and ambient settings as well. Almost making it a project on its own.
进行这一步时,我非常专注,几乎达到了忘我的地步。但是也因此影响到了期限和计划。但是这里也是我学到最多的地方。有了这个基础,我一周完成了5个小的概念项目。
And this is where I’d usually get very lost with experiment after experiment in a project. Thus, myselfimposing of deadlines and planning. But also this is where I learn a lot, which is why I make 5 very small conceptual projects a week aside from everything else :www.guachinarte.com/drafts
Modeling/建模
确定没有新的或特殊的技术,剩下的只是花时间来进行平铺样条线、凹凸贴图、倒角等操作,我导入dwg文件,进行需要的尺寸和比例设置。Cinema4D捕捉工具完成建模工作。
Really nothing new or special here, just time-consuming laying splines, extruding, chamfering etc. I imported the dwg file, so I had the dimensions and proportions as needed. The Cinema4Dsnapping tool made the modeling after the reference a breeze.
这是混合立面在管理器中看上去的样子。
This is how the composite facade object looks like in the manager.
建筑的剩余部分呈现出了外形。
The rest of the building takes shape.
现存建筑被扩建。
The existing building reproduced.
当然还有不祥的长凳。
And of course the ominous bench.
Environment/环境
为了节省时间,我决定在周围建筑中拍照,大多情况下将它们用在平面中作为背景非常合适。即使透视方面有一点小的瑕疵也明显不会破坏画面效果。使用PS镜头校正过滤器来调整透视和一些人工倾斜和扭曲,我这样我可以快速合理地创建混合背景材质。
To save time I decided to take pictures from the surrounding buildings. Using them on planes does the job for a background perfectly in most cases anyway. I think the small errors in the perspective aren’t obvious enough to destroy the illusion. Using Photoshop lens correction filters to adjust the perspective and some manual skewing and tweaking I was able to create the composite background texture reasonably fast.
将各种材质运用到平面中,再将平面放置在场景中,就得到了满意的效果。
Applying the textures on planes and positioning the planes in the scene led to a satisfying result. Done.
Vegetation/植被
我主要使用HQ Plants / HQ Grass制作环境,该插件对制作背景树木非常奏效,而且制作的草地效果我也很满意。我尝试过很多草类型,也自己创建过草,c4d毛发,但是通常我最后都选择了HQ Grass模型,因为它们满足我的要求。这是该项目中用到的所有从HQ Plants / Grass库里找来的模型。
I basically used HQ Plants / HQ Grass for the environment, they work perfectly for background trees and I’m happy with the grass as well. I tried many grass types, also self-made grass, c4d hair (still haven’t checked the new c4d architectural grass), but normally I end up with the HQ Grass models, they satisfy my needs in most cases. Here are all models from the HQ Plants / Grass library used in this project :
树木和灌木是通过手工放置在场景中,这个阶段的视图背景看上去是这样的:
The trees and bushes were manually placed into the scene, making the viewport look like that at this stage :
我使用了Evermotion树制作近景中大多数比较显眼的树木,因为这个插件比HQ Plants能创造更多的细节。倒不是我喜欢制作细节,只是觉得会节省时间。
为了使青草不均匀分布我使用了Cinema4D MoGraph。这是Cinema4D中最好的工具!整个区域我使用两种不同的HQ Grass样式,引进一个MoGraph Cloner效果器,将克隆物体和平面连接起来。Cinema4D中的Mongraph随机效果器(MoGraph Random Effector)通过使尺寸随机排列、个别旋转操作,使效果看上去很自然。
For the most prominent tree in the foreground I used an Evermotion tree, because it has/needs much moredetail than HQ Plants. Not quite as detailed as I’d like them to be, but I guess render times are a concern.
To un-uniformly distribute the grass I used Cinema4D MoGraph. The best tool ever in Cinema4D! For theoverall area I used two different HQ Grass patterns, piped into a MoGraph Cloner object, and connected the cloner with a plane. The MoGraph Random Effector object in Cinema4D makes it look natural by randomizing size, rotation and position of the individual tiles.
平面的多边形数量定义了草样式的数量。为了保持背景图效果,我删除了部分草地,这在渲染透视中是看不到的。
The poly count of the plane defines the amount of grass (patterns). To keep the viewport performance I deleted grass from the parts that would not be visible in the rendered perspective.
这在线性空间中是很好用,但是在弯曲立面中,用同样的方法,用的是更小的草模型。同样方法用在了制作建筑前面、树木和灌木周围更高的草。
This worked well in linear spaces. But along the curved facade I used the same method with smaller grassmodels. The same goes for the higher grass in front the building and around the trees and the bushes.
为了使整个场景有一种更自然的感觉,我用同样方法在整个场地添加了一些随意的花、落叶、石子和树枝,包括布置一些草。具体设置是:MoGraph – Cloner – Plane – Random Effector。
To give the whole scene a more natural feeling I added some random flowers, dead leaves, stones andbranches all over the place using the same methods involved in placing the grass. MoGraph – Cloner – Plane – Random Effector.
而关于制作落叶效果,我需要使用另一种方法,慎重地把它们散落在草地上,因为落叶的地方还会有青草的叶子。这种效果的制作困扰我很久,下次确实应该想个别的法子才好。
For the dead leaves I should probably use another method, calculating collision detection to place them on the grass, because there are many leaves where the grass protrudes individual leaves. This is something bothering me quite a bit. Really gotta come up with something else next time.
所有植被就完成了。
All the vegetation at the same time.
Materials/材质
材质最大的挑战就是制作出合适的木材立面。用单独的个别立方体经过几次不成功的尝试后,我决定使用一种材质。我在cgtextures.com中发现一些好的例子。我在PS中制作一个单个很大的材质,带有大量的不同的木板。但是材质还是不够大,不能复制、旋转、镜射出整个立面。好在我可以手工随意增加一些其他效果材质。最后材质的分辨率大小为11454到2758像素。通过使用一个crazybump试用版,我完成了普通贴图和镜面贴图。
The biggest challenge with texturing was to get the wooden facade right. After the unsuccessful experimentwith single individual cubes I decided to use one single texture. I found some very good examples on cgtextures.com. Out of various textures I made a single big one in Photoshop with a large amount of different boards. The texture still not being quite big enough I duplicated the whole thing, rotated and mirrored it. Happy with the result at this stage I didn’t feel like manually adding more randomness. The final texture has a resolution of 11454 to 2758pixels. Using a demo version of crazybump I then extracted the normal and the specular map.
然后将三种材质合在一起。
Then combined all 3 into a material as follows:
我满意的另一种材质是沥青。我使用VRayDirt来得到满意的效果。一种单一材质和不同的噪音着色器一起就能制作出所有需要的效果。
Another texture that I’m very happy with it is the asphalt. To achieve the right look I used VRayDirt. Everything is made with one single texture in combination with different noise shaders.
最后完成的是长凳的金属材质。开始我并不知道该如何创建这种材质,经过反复尝试后,最终完成了。
Finally, the metal material for the bench. Nothing special here. Much more special than nothing tho. It’s one ofthose materials where I don’t really know how, but after a lot of trying and changing everything, suddenly “it” happened.
Lighting/灯光
这个并不复杂,因为我只有一种光源。我大胆地尝试看了Peter Guthrie的HDRi’s,并不是因为大家都这样做,而是因为我找不到更好的了。
我从两个教程中学习了怎样使用它,强烈推荐给VRayForC4D使用者。
• Making of House Roces
• MOT Renders an a Mini C4D Tutorial
This wasn’t all too complicated because I only have one light source. I used… dare to take a wild guess? Peter Guthrie’s HDRi’s. Not because everybody does, but because I simply can’t find any better.
I learned how to use it from these 2 tutorials that I strongly recommend to all VRayForC4D users.
• Making of House Roces
• MOT Renders an a Mini C4D Tutorial
Camera/相机
这里是非常基础的相机设置。我使用一个HDRI’s和所有相机有着相同设置的Vray物理相机。这也是预设值,除了白平衡。我尝试了改变一些设置,但是最后都恢复到了默认值。
Rendering/渲染
我的意见是将设置保持在低质量就好。我通常是倾向于较高质量的设置,但是这个项目中低质量就足够了。为了计算全局光照明我使用了发光贴图和灯光缓存。我也使用了少量的环境雾,但是里面没有任何Gizmos和Light。渲染图的像素在3000到3750之间,每张图大约花费4到9个小时。
I kept the settings pretty low quality in my opinion. Normally I tend to use much higher settings, but in thiscase it was more than enough. To calculate Global Illumination I used Irradiance Map and Light Cache. I alsoused just a tad of environment fog, but without any Gizmos and Light in it. Just an overall fog, to make thetrees and faraway scene fade into the background. Rendering the images at 3000 to 3750 pixels took around4 to 9 hours per image.
我也渲染出一些途径,这样在后期处理中可以更多地进行控制。但是我就不过多讲解了,因为我自己也在学习中。
I also rendered out some passes to have more control in post production. But I can’t really tell you much ofinterest about rendering passes, as I’m still learning this myself.
记得检查双线性工作流程设置(C4D / VRay),除非你工作中带有渲染途径,否则图看上去像是褪色一样。关于这个问题可以这里给大家一个教程,里面有好的解释——V-Ray Essentials – Linear Workflow 。
And then RENDER!
Make sure to check for double Linear Workflow settings (C4D / VRay), if you work with render passes, otherwise pictures look washed out. Here is a very good explanation – V-Ray Essentials – Linear Workflow about thisissue.
Post Processing/后期处理
正如我前面所说,在这个项目中不会有很多的后期处理工作。我用的是PS软件,因为没有什么是用PS做不了的,我也没有用特殊的插件。这里是一个例子,向大家展示我几乎所有的psd文件看起来的样子。
As I said before, post-processing would not be a big part in this project. So it wasn’t. I’ve worked exclusivelywith Photoshop, because there is nothing you can’t do with Photoshop. No special plugins were used. Here isone example, this is how almost all my psd files look like.
最后
Raw to Final
出处:本文译自www.ronenbekerman.com/,转载请注明出处。
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