Louver House (3D viz project)

in blurtart •  4 years ago 

For today, I would like to share another 3d project of mine which I call “The Louver House”. What I really like about this project is the challenge that I had gone through to accomplish the final outcome. In 3D visualization, one of the biggest hurdles is the memory limit that my computer has. In order to handle a memory-intensive 3d scene like this is to utilize as much “proxy” as possible.

In many ways, the term “proxy” in 3d viz has almost the same interpretation as Hive’s witness “proxy”. In 3D, a “proxy” is an element within a scene that utilizes the same properties as the main element that it follows. In essence, every “proxy” element is a memory saver for my computer that will process the rendering of every element in the 3d scene. This scene has thousands of elements due to the louvers attached on the building and the grass & pebbles that were scattered on the ground.

When I was visualizing this 3d scene, I imagined a house that’s perched gently on rolling terrain. The environment is so good that I wanted to maximize the view within the house. However, if the exterior of the house is made out of glass, I figured that adding louvers around it will minimize the amount of intense light, especially in the afternoon. I imagined the louvers to be “movable type” which is an efficient way to control the amount of light & ventilation that can go through the interiors.

The above image is the final output after the post-production process which was done in Photoshop. It's a great software that I always use to improve the initial rendered image. Below are some of the rendered passes:


ambient lighting pass


render ID pass


lighting pass

And here's the initial rendered image, any difference from the final image presented above are done in Photoshop.

I hope you enjoyed viewing a quick glimpse of the experience I had in making this 3D project.

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