week 6

version 1

leson_6_a_sm

-The main goal in this stage of the design is to use bump mapping, more complex geometry and push Blender’s dynamics particle engine to manipulate over 100 unique faces as separate objects. Once the faces become independent elements that preserve the original spherical shape, we can distort them using dynamic fields and combine with text that will be instance into particles as well, along specific verticies.

version 2

leson_6_b_sm

-This renders shows layers of 3d geometry extruded from svg graphics created in Adobe Illustrator. To address longer render times due to the increased geomtry, we optimized our process by using a combination of texturing techniques that explore bump, displacement and normal maps. These texture maps rely on the texture buffer controlled by our graphic card’s GPU to produce faster results. Our renders used an Nvidia GeForce GTX 760 graphic card and improved times by almost 200% when tested against a Xeon Quad core CPU.