Work In Progress Gallery
Work In Progress Gallery
- 1 Work In Progress Gallery
- 1.1 Anatomical Travelogue
- 1.2 Borislav "Bobo" Petrov
- 1.3 Chris Pember
- 1.4 Jignesh Jariwala
- 1.5 Llyr Williams
- 1.6 Mark Theriault
- 1.7 Sam Khorshid
- 1.8 Valdemaras Dzengo
This page showcases (in alphabetical order) some Work In Progress images and animations created by Krakatoa Users, Beta Testers and Developers.
Anatomical Travelogue is an award-winning producer of health-related television programming and high-end 3D animation based on actual human data.
Hand Animation Test
Chad Capeland of Anatomical Travelogue provided this test showing the various layers of a human hand (skin, muscles, fat, blood vessels and bones) all rendered as volumetric clouds of particles using Krakatoa and a data set based on a real human hand.
Chad Capeland experimented with some new features in the upcoming Krakatoa 1.5 including environment reflections. [See Anatomical Travelogue Research Page for details]
Borislav "Bobo" Petrov
The following examples were created during the development of the upcoming Krakatoa v1.5. They are typical developer art, demonstrating specific features of the renderer with less emphasis on the artistic value.
Stanford Dragon Rendering Tests
- The Stanford Dragon is a 3D model used heavily in computer graphics science for showcasing new techniques. It is available from the [Stanford University's website].
- The imported PLY file resulted in a mesh with 871,414 polygons.
- In this example, it was converted to 7,473,323 particles. The conversion took 24 seconds without surface data acquisition and 52 seconds with surface data acquisition (texture coordinates and normals).
- The rendering time of the [turntable animation] after caching the particles was 34 seconds per frame. The animation uses the same settings as the first image below.
- The image above was rendered as particles illuminated by two spot lights and using an HDRI environment map; Phong Shading with Spec.Level of 100 and Glossiness of 100; Density 1/-2
- The image above shows the same rendering but with Density of 1, thus removing the volume scattering effect.
- The image above was rendered as Voxels with size of 0.2 and Filter Radius of 1, Phong Shading mode with Spec.Level of 200 and Glossiness of 100.
- The image above was rendered as Voxels with size of 0.2 and Filter Radius of 1, Phong Shading mode with Spec.Level of 320 and Glossiness of 10.
- The image above was rendered as Voxels with size of 0.2 and Filter Radius of 1, Henyey-Greenstein Volumetric Scattering mode.
Stanford Happy Buddha Rendering Tests
- The Happy Buddha statue is another 3D model available from the [Stanford University's website].
- When imported into 3ds Max, it resulted in 1,087,716 polygons.
- The conversion to 2,833,163 particles took 4 seconds without and 13 seconds with surface data acquisition.
- Once the particles and lighting were cached, the turntable animation with rotating camera rendered at 7 seconds per frame.
- Rendering a rotating statue animation with a static camera (Quicktime, 1MB) using uncached particles from a PRT file with one spot light and environment reflections took 15 seconds per frame.
- The above image shows the original model in the 3ds Max viewport.
- The above image shows the particles rendered as Voxels lit by one spot light.
- The above image shows the same scene rendered as Particles.
- The above image shows the same scene rendered as Particles with Phong shading and lit by an additional HDRI Environment map. It matches the settings of the turntable animations.
Stanford Bunny Rendering Tests
- The Stanford Bunny is another 3D model used often in computer graphics science. It is available from the [Stanford University's website] and other web source.
- The model used below was a very low-resolution version of the original mesh, imported via VRML format.
- The image above was rendered as voxels with size 1.0 and Filter Radius 1. Lit by two spotlights.
- Same as the previous image, but with Filter Radius 2.
- The image above was rendered as particles. The original model of the bunny was filled with particles to simulate the flesh/skin scattering behavior. The fur was generated using 3ds Max Hair with 50K strands converted to particles.
- The image above uses the same settings, only difference is Frizz was turned off.
- The image above uses the same settings, only difference is that a Gravity force was applied to the Fur.
Mini Cooper Demo
The following animation was created as an early demo of the Alpha version of Krakatoa for 3ds Max back in July 2006 and has since become a signature shot of Krakatoa.
It uses a digital model of the Mini created for the movie The Italian Job as particle emitter and features camera projection of a Brazil r/s 1.x rendering onto Particle Flow particles rendered in Krakatoa, thus combining the rendering quality of another renderer (incl. reflections and refractions) with the flexibility of a particle system. See this tutorial for details.
Dino Character Made Of Sand
The following image shows a Dino character (model by Sri Ram Chandra) used as particle emitter in Particle Flow and showcases the rendering using different Partition counts to increase the density.
The second test using the same character shows a VOLUMETRIC rendering - the particles are not placed at the surface of the character, instead, the character is used as a culling volume in a Krakatoa PRT Loader to remove all particles outside of the volume from a box filled with 10 million particles. The resulting 5.6 million particles were then saved to PRT files and loaded back in Particle Flow where they were animated using Collision operators and deflectors and rendered in Krakatoa Beta 0.9.13 in March 2007.
Car Dust Animation
This animation was created in July 2007 using Krakatoa Beta 0.9.17.
The following animation was created using 3ds Max Scanline with particles rendered in Krakatoa Beta 0.9.18.
The following animation is based on Allan McKay's Tornado tutorial and was rendered using 16 million particles in 20 partitions.
RealFlow Fluid Simulation - Particle Rendering Test
The following animation shows a Next Limit RealFlow 4 fluid simulation rendered directly from the RealFlow Particle BIN files using Krakatoa's Volumetric Density shading model.
FumeFX Fluid Simulation - Particle Rendering Test
The following animation shows a Sitni Sati FumeFX Fluid Simulation driving Particle Flow particles rendered with Krakatoa (right) compared to the FumeFX volumetric effect rendered in 3ds Max using the same voxel resolution and simulation data (left).