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Drawing – architecture 1

On 24 de August de 2010, in Architecture, Drawings, by Bruno Moreira
Santa Maria Maior, 1
Santa Maria Maior, 1
Santa Maria Maior, 2
Santa Maria Maior, 2
Misericórdia
Misericórdia

Three drawings created during a trip to Chaves – an academic work about the city’s urban development. The first two report to the Chaves’ Mother Church – Santa Maria Maior – and the last one to the ‘Misericórdia’.

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Drawing – human figure 1

On 29 de July de 2010, in Drawings, Human Figure, by Bruno Moreira

Drawing the human figure, real model

Figura Humana 1

Human Figure 1

Drawing the human figure is a challenge, perhaps more complex than designing architecture. The model breathes, moves, understands that it’s being portrayed. Light and shadow often define shape better than lines. This work was done for the discipline of Drawing at the Faculty of Architecture, University of Porto, in 2000.

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FAUP Photography Competition 2008

On 28 de June de 2010, in Architecture, Photography, by Bruno Moreira
Bouça, Álvaro Siza

Bouça, Álvaro Siza

Estádio Braga, Eduardo S.Moura

Estádio Braga, Eduardo S.Moura

The goal was to reflect on a particular element of architecture – the stair – and on its value as a sculptural object, apart from its original function. Normally associated with a specific function – to overcome a level difference – these images reveal the use of the stair as a strictly sculptural and composition element.

Does it make sense to use a stair this way? What is the boundary between Architecture and Sculpture? What is the meaning of a stair that does not lead anywhere?

These issues were raised at that time. I am still interested in hearing more replies.

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“Indigo” Rendering Competition

On 25 de June de 2010, in 3D Rendering, Competitions, by Bruno Moreira

Original

Original

Render

Render

The goal was to render any image with the Indigo Rendering Application that was having it’s beta testing phase at that time. I happened to be looking to my Olympus c-765 UZ digital camera and I though – why not? I’ve modeled it entirely using Google’s Sketchup and then rendered using the Indigo Beta Application I was testing at that time. Altough today I’m using Thea Render, I found out that Indigo produced also great results.

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(Português) Porto Water Tanks

On 25 de June de 2010, in Architecture, Competitions, by Bruno Moreira

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“Thea Render” Rendering Software

On 23 de June de 2010, in Software, Technology, by Bruno Moreira

I really can’t remember how I found Kerkythea. Perhaps I was just roaming the World Wide Web as usual, or maybe I was really looking for a different rendering application.

Kerkythea's Logo

Despite its somewhat “strange” name, inside Kerkythea was a full-functional application for rendering 3D models with a quality that was impressive, specially considering that it was a freeware application. It was launched (the 2008 version) on the 30th January 2008, according to the developer’s forum, but before that there was a long road (first version came around mid-2005).

Besides the application functionality, the community was also great – contributing much to the application, such as submitting materials, reporting bugs, etc…

Knowing, using, even implementing Kerkythea on the office I was working at the time, was my “freepass” to Thea Render. I found out in Kerkythea’s forum that a commercial application – simply called Thea Render – was being developed by the same authors.

Thea Render Logo

The announcement was made at 11th May 2009 and caused a big discussion, namely because people were afraid that Kerkythea development would stop and were also criticizing this step towards the commercial market. Comparisons between both applications began arising, but soon the developers stated that although with a common background, they were entirely different apps. With time people realized that Kerkythea wasn’t dead either and, after Thea’s introductory price was announced, people understood that the quality of the application was well worth it price (and even more).

I was able to get early into Thea’s early beta test group and began testing the application.

The first results, even in closed beta phase, were promising. All those things I was missing or were less powerful in Kerkythea were present or being developed for Thea Render:

  • biased + unbiased rendering

Having both rendering methods gives this application a lot of flexibility in its use; since there are a lot of factors that determine the type of rendering that we need (still images or animation, time available, etc.)  having a 10-minute biased rendering solution in the same package as a 10-hour unbiased one (* rough values) is an advantage over other applications that provide only one of those methods. The flexibility in Thea increases since going from unbiased to biased requires only a few clicks, and no change in material settings are needed. However, material optimizations for each render method are possible.

  • intuitive layered material system
Material System
Material System

Having experienced Kerktythea’s complex but powerful material system, Thea is more user-friendly and the layered layout provides an intuitive way of creating them. Of course, there are a lot of parameters that can frighten the newcomers, but with an online material repository (maybe in the forge) those will be also pleased. One thing I seem to miss is the possibility to view all the material parameters at once (which happened with KT), but that is an arguable question.

  • displacement mapping
Displacement Mapping
Displacement Mapping

Altough not a “new feature” in the world of rendering, it was missing in KT and it was, indeed, one of the things I find absolutely necessary in any render engine. Displacement is a way of deforming 3D geometry based on a 2D grayscale image map. This spares us time in modeling but greatly increases rendering time. It’s a trade-off question, at the end.

  • relight

This feature, coming up as a standard in all unbiased rendering applications, gives us a chance of setting up the whole lighting artifacts of a scene (either artificial lights, either sun/sky) and then change them on-the-fly during the rendering. A render can then be a whole experiment and not just an image.

  • motion blur (Image Courtesy of Jon Westwood)
Motion Blur
Motion Blur

Altough I believe that I’m not going to use this often, all those interested in an animation rendering application will find it useful. Some more “creative” stills may also benefit from this. Perhaps time will prove me wrong.

  • dispersion (Image courtesy of Grzegorz Rakoczy)
Dispersion
Dispersion

The definition of dispersion can be found here. It’s accurate calculation will provide a greater sense of realism of the scene.

  • image-based lighting (Model courtesy of jotero.com, HDR images from hdrlabs.com, rendered by Patrick Nieborg)
Image-based Lighting
Image-based Lighting

IBL is a way of lighting a scene using one or various images (preferably HDR ones) and can provide interesting and realistic effects to a rendering, with the main goal being integrating the model with it’s “fake” environment (“fake” since it is an image, not a model). Thea provides different slots for putting in these images (background, image, refraction and reflection mapping).

  • sun pool caustics (Modeled/rendered by Patrick Nieborg)
Sun Pool Caustics
Sun Pool Caustics

Caustics is another optic phenomenon. If interested, read about it here. In architectural visualization, it obvious its importance when rendering artifacts such as exterior pools.

  • thin-film interference
Thin-film Interference
Thin-film Interference

This is one of the two tech-specs that recently have gone public. Citing Thea’s main developer, “Interference is a phenomenon actually very common in life but rarely solved by render engines. The phenomenon can be explained by the wave nature of light; multiple waves of light can add to each other (when in phase) amplifying the end result or cancel each other (when out of phase) zeroing the end result.”

  • custom fresnel-curve
Custom Fresnel-curve
Custom Fresnel-curve

The second tech-spec is, perhaps, more important to the architectural world. Citing Thea’s main developer again, “(…) all Thea materials have a Reflectance texture and an index of refraction (with the exception of Glass). These parameters, along with Roughness texture, control the specular reflectance of a material. The Fresnel equations play a central role in these computations and deliver the variation of reflectance with viewing angle, a visual cue that is really very important elevating the realism of our renders (…) the introduction of an editable Fresnel curve (…) gives even more freedom and power to material creation. Custom Fresnel curve gives the ability now to create certain categories of rough materials that present a “flat” look, like velvet, satin, clothes, etc.”

Now, roughly one year has passed, the closed beta experience is over and it was worth it. Thea is now available, in an open beta phase, plugins are being developed or optimized for integration on various modeling applications: 3DS Max, Blender, Cinema 4D, Rhino, Sketchup and Softimage. I am using it for my work and I am truly satisfied, especially when looking at Thea’s ambitious roadmap. Besides that, the community is also great (like Kerkythea’s) and the developers are very responsive and active in their forum (you can also find me there).

Bottom-line, my suggestion is that you keep a close eye on this application, if you are an architect, a designer, a creative artist. You can try it for free, and if you do so, you will see it is well worth its introductory price. Timing is everything. Just remember how Vray started and look at it now…

I also hope this article doesn’t get outdated too soon. Knowing Thea’s team, that is a great fear indeed.

links:

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Twitter Feed

On 21 de June de 2010, in News, Site News, by Bruno Moreira

The website is now linked to my Twitter account. The current trend that leads us towards the integration of the communications networks seems inevitable…

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A new website

On 16 de June de 2010, in News, Site News, by Bruno Moreira

Last year visitors - source: googleanalytics

In this second version the big change is the site opening to the participation of all those wishing to discuss my work as well as issues related to Art and Technology, with special interest in technological tools that allow architects/designers/artists/to express their creative work in an increasingly intense way.

Thank you for your feedback.

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