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WINGS3D Mini Tutorial
How to make a building shape for panoramic render
by David Brinnen December 2005
HTML Version by Hans-Rudolf Wernli
Part of «Dungeon Dimension» in the background > |
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Introduction |
Moving the Camera
To move the camera in the X- and Y-direction, click on the centre mouse button
and move the mouse around carefully. Just click the left mouse button to freeze the scene.
To move the camera in the Z-axes, press the centre mouse button and move the mouse. If the
button is released, the camera is in the X/Y move mode and you have to left click to freeze
the scene. |
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Selecting and Deselecting
When the mouse is near a selectable part of the object, that part becomes green.
When clicking the left mouse button, that part becomes red, which means it is now selected.
When clicking on a selected part, it becomes unselected. To deselect everything, hit the space
bar on the keyboard. |
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About this tutorial
The cubes in the picture above were assembled with Bryce. This can be done
very easily. The disadvantage is that the six cubes are closed against each other.
Walls and windows have to be cut open with elaborate boolean operations. It is more simple
to construct the outlines of this body in Wings as a single object. Thus, the
«rooms» are open, the camera can see everywhere: one single hollow object. |
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Wings & Bryce
The object will be constructed in Wings and this will be shown here. The object
will be exported and imported into Bryce. The camera will be positioned inside the building
and the rooms will have to be lit. The whole scene will be rendered as a 360° panorama.
This, too, will be shown here. The rooms should be populated, the walls and the floor given
the appropriate materials. This last part is left for the reader to accomplish. |
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Let's go
Start Wings and right click in the empty world. The menu shown at left opens. Select
Cube. |
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Make sure the pyramid with one red face (faces) on the menu bar
on top is selected. Select the three visible faces of the six faced cube (left click). |
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Right click to open the context menu. Here, select
Extrude Normal |
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Push the left mouse key and move the mouse. The three selected
faces move in or out. If you press the [Shift] key, the extrude function works in steps.
Move the mouse until three additional cubes of the same size of the original one
appear, then, let go the mouse key, afterwards, let go the shift key. The object
shown at left should be created. |
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Hit the space bar to un-select all faces. There are two more
faces that have to be selected. Click on the centre mouse button, then move the mouse
to move the object into a new position. If you have the desired view angle, click the
left mouse button to freeze the position.
Now, select the two faces shown in the picture at left and then
Extrude Normal as shown above one more time. |
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The object should now look as shown in the picture at left.
Hit the space bar to unselect all faces. |
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Select the pyramide with the red edges in the menu bar above.
Now, select all upright or vertical (perpendicular) edges. There are 12 in total. You
will have to rotate the object to access all of them. |
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When all the 12 vertical edges are selected, hit the c key
alternately open the context menu with a right click and select Connect. This
selects the horizontal lines shown in the picture at left. |
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Open the context menu with a right click on the mouse and
select Bevel. Move mouse while holding down [Shift] key to have matters
proceed in a stepwise manner. If the ratios look as shown in the picture at left,
left click on the mouse, then let go the [Shift] key. |
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Now hit the key L to select the upper and lower
lines. You may also access this from the menu bar at the top: from Select
go to Edge Loop and again to Edge Loop. |
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Right click to open the context menu and from Cut
select 3 3. |
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The function performed above divides the upper and lower
lines into three equal long parts. |
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Now connect the dots with c.
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Hit the space bar to deselect the dots. Select the pyramide with
the red edges (the one with the red corners is selected). Now mark one of the new
vertical lines and hit i to select all identical lines on the object. You could also
go by Select from the menu bar on top and click on the option Select Similar.
The I stands for identical. |
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Open the context menu with a right click and select Bevel.
Move the mouse while holding down the [Shift] key. If it looks about the same as at
left, left click on the mouse, then let go the [Shift] key. |
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Hit the space bar to unselect everything, then mark one of
the new faces (not one on the edges). Then, press the i key to select all
identical faces. |
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Open the context menu and select Extrude with the
Normal option. Hold down the [Ctrl] key and move the mouse until the faces
appear as extruded as shown at left. |
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Select Scale with the option Normal from
the context menu. Hold down the [Ctrl] key and move the mouse until the result
shown at left is attained. |
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Hit the space bar to unselect the faces and select the
pyramide with the red edges from above. Now mark one of the vertical lines and
hit i to mark all identical ones. |
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Select Cut with the 10 0 option from the
context menu. We had something like that before already.
When you see the red dots, hit the c key to connect them. |
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Unselect everything by hitting the space bar, then
select the pyramide with the red faces. Mark one of the new small rectangles and
hit the i key to mark all identical ones.
Select Intrude from the context menu. Hold the [Ctrl] key and
move the mouse until small spaces appear around the red rectangles. |
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Select Material with the option _hole_ from
the context menu. After unselecting all faces, the «windows» appear blue,
or in the colour shown right to _hole_ in the context menu. |
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When everything is unselected, open the drop down menu
File and select Export with the 3D Studio (.3ds)
option
and export the «building».
This concludes the work to be done in Wings3D. |
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Start up Bryce and import the building. If a different 3D
program is used, the building may be imported there as well, of course. This
tutorial assumes Bryce 5.x be used. |
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This should become a panorama, hence we select a format of 8
wide by 3 high.
In order to get an idea, the FOV (Field of View) is set to 180°
(second arrow from top «Edit Current Camera»).
Finally, «360 Panoramic Projection» has to be selected
(lowest arrow).
When objects have to be placed inside the building, the FOV of the
camera may be changed as desired. The FOV of the camera has no influence when
rendering a panorama. |
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Enlarge the imported «Building» until the
surface has a size of a bout 400 x 400 Bryce Units.
Left the view from top. Place the camera somewhere inside the
building. A better places can be found later. Also, distribute some radial lights
(here red). |
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| That is how the rendered panorama looks like. Walls and floor
are boringly grey, the lighting not interesting. But it renders fast. Now, the best
camera position should be found. Then, the position of the lights have to be determined.
Once walls and floor (the ground plane) have been given materials, the render time
increases. When the positions for the lights are fixed, their attributes may be
adjusted individually later, when all additional objects are at their places. And
don't forget to give the light outside the building some consideration as well. |
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| Here two examples how the camera position controls what we
will see. In the picture above, the camera is set near to the floor, in the lower one
it is in the «tower». |
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| The hall used as an exhibition for cars. Attention: objects
near the camera will appear distorted this is demonstrated in this example.
The camera should be set horizontal, otherwise the walls will appear slanted. The
cars were imported from DAZ|Studio (www.daz3d.com) and are, from left to right, 1967 GT40, 1936
AM Sedan and F50. |
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Enlarging the Rooms with Mirrors |
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| If mirrors are placed on walls in rooms, we get the
illusion of larger rooms. What is true for interior design is also true here.
In Bryce, mirrors are 2D-faces without a texture, all material channels put to
0 except Reflection is set to 100. |
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| The picture above shows the rooms constructed in this tutorial
without mirrors. A coloured light source is placed in each room and the plan shows
which room got which colour. The red arrow points to the camera. Thus, we don't get
disoriented. |
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| In the picture below, mirrors were placed on the walls
identified with red arrows. |
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| The mirrors are placed at the back of the camera. Since
this is a panoramic render, they show their influence at left and right. |
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| Depending on which walls mirrors are placed to, the
effect changes, as we would expect. |
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| Here, we get the impression, the rooms would extend to
long corridors. |
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| In the following picture, both mirror groups are introduced
and we are left with the illusion of being in a really large building. The picture
is too small to notice: at the end of the corridors is a black rectangle. The
Maximum Ray Depth in the Render Options might have to be increased from the default 6.
Then, the corridors extend even further. |
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| The coulours with which the individual rooms are lit help us
to comprehend which room reappears where in a reflection. |
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| It is important that the mirroring 2D-Faces are placed very
near to the wall, else the joints get too obvious. If a wall is broken by a door or
window, the mirror may be placed behind the wall. |
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| Both mirrors in the back of the camera (lower part of plan)
were set behind the inner surface of the wall. Therefore, the wall is no mirror
anymore, but the windows are now. You get a different impression. |
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| If mirrors are used, you have to be careful where you put
the furniture in order not to give away to easily that mirrors were used. If the
mirrors are placed cunningly enough it will be difficult to determine where they are,
even though the rooms are populated by objects. Mirrors may be turned, slanted or rotated.
A few degrees may have a dramatic effect already. |
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| German and HTML Version by Horo - 27. December 2005. |
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