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Dazhongli Commercial Center - Shanghai, Chine
HDA : Specialist Design Consultant
Client : Swire Properties Ltd.
Architect : Wong & Ouyang Ltd.
Date : 2009
See more at : www.hda-paris.com/
“Prince Lei Lani will also render selections on the Hawaiian Steel Guitar and also using the ukulele in his beautiful selections of Hawaii’s best love songs. … He will lecture on the word ‘Aloha’ and its meaning to the Hawaiian people.”
Prince Lei Lani
Tulsa daily world., July 02, 1918, FINAL EDITION, Page 3, Image 3
chroniclingamerica.loc.gov/lccn/sn85042344/1918-07-02/ed-...
Hawaii Digital Newspaper Project
Here is yet another render, for the builder Horacio. The original model is posted on Mecabricks here: mecabricks.com/en/models/b82xDXJp21z
Rendered with: Mecabricks.com
~Operator011
Render Via S. Michele - Aprilia - Veduta
Progetto Architettonico: Arch. Sonia Lodo
Render fotorealistico: Ing. Emanuele Ceci
Render del escudo del conservatorio de musica Jose Guadalupe, texturizado a maderas, en 3dsmax 8, con Vray.
Se modelo a partir de un dibujo.
tareas realizadas: modelado, renderizado y postproducción
autores: Fernanda Coria
cliente-propietario: Arq. Lavaque
The image reminds me of a building that could have been rendered to be in a video game because of it's stylish metalic texture.
Well.... this is not a photo... is my twisted sense of "funny weekend" playing with Lightwave. (CG software). Yeap! really! no car, no model, nothing!!! Is just computer bits and bytes.
The models are not mine....
The car is the free sample from www.doschdesign.com/products/3d/Cars_2004.html
and the model is from free DAZ Studio: www.daz3d.com/i/software/studio?_m=d
Exported and rendered on Newtek's Lightwave.... retouched in Photoshop to add noise, unsharp mask, etc...
A cohousing design for my sustainable architecture class in Florence, Italy. Modeled in SketchUp, rendered in Vray, and completed in Photoshop.
Pacific Place - Hong Kong, China
HDA : Consultant Design & Enginneer
Client : Swire Properties Inc.
Architect: Heatherwick Studio
Date : 2005 - 2012
See more at : www.hda-paris.com/
I used a shader-map, and algorithmic shader. I compute the Euler angles (directions) for the current point on the surface to the light source. Then I use modulated sinusoidal functions on these angles to decide whether light should pass or not. Note that the light here either can pass or can not pass which leads to the sharp edges of the patterns generated. For a more complicate scene the light can be attenuated or modulated rather than pure pass/no-pass.