Tag Archives: rendering

Its all about the attitude

yo, dont know how many of you are into 3D animation but anyway. Recently “GreyScaleGorilla” released “Transform“, a plugin for C4D where you can make things explode etc..

Anyway, a lot of experienced users quickly replied that this plugin is nothing more than a set of combined presets that only noobz would appreciate.

So the FG is giving big upz to this guy –  for his animation WITHOUT gay plugings :

“Matt Damon Wouldnt Use Plugins”

♥ the description



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Picture of the Day ● Little City

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Picture of the Day ● The Train

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Bad Taste ● Sneaker Tectonics

Hello my friend,

we back again with the famous by now “Bad Taste” section.

Sneaker Tectonics is not a bad project, simply because:

its not a project

nuff said

I mean it was probably a kewl task to test ur 3D modelling skills, texturing and press the little magic button “render”. Other than that you cannot possibly treat this as a realistic proposal. hahah image you wake up every morning and have this view from your window.

HOWEVER, if you have a secret plan building this in a place with LasVegas aesthetics and a lot oil money maybe it will be a goer.

this guyz can be potential clients

They would love a new mall in their city looking like this

Tip : try to “fillet” the edges of the shoes. they might look more sexy

ciao for nowz

Picture of the Day ● The Woodworker

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Sci-fi 3D Heart // ze skills

Lately I got some free time so there is a crazy amount of new stuff i discover everyday classified as worth-sharing.

Just for you some mad 3D skills by

Aleksandr Kuskov AleksCG


a quick image from one of his other projects

High Line 3 // New York – Diller Scofidio + Renfro


still surfing the “SS” zone, we repost from architizer the new Scofidio project just released.

“At a crowded public meeting last night in Chelsea, landscape architect James Corner and architect Ricardo Scofidio presented the first renderings of the preliminary design for the High Line, Phase 3. The project, which is expected to be completed by 2014 at a cost of $90 million, will extend in several directions: the “Spur”, a new urban node hovering above the junction of 30th Street and 10th Avenue, complete with….Keep reading here

Tru Architecture


Mad render skillz*

Twins, college station TEXAS // i say 3someee

BIG THANKS 2 SUCKERPUNCH for making the FG running like hell. You are officially our new THINK TANK for diarrhea!



was actually proposed

Someone CLICKED on “RENDER” and waited 3 hours for this image




We cant be bothered to share autistic details/infos of this project like architect, concept, main idea , site or brief

sP: Whose work is currently on your radar?

eT: Elena Manferdini , Kokkugia, [Ay]A S T U D I O.


big up to the producers of culture


Computational Geometry // LIBGAUDI

ok, we both know how much we like to make fun of your little architecture whatever society u got going on, but some things are actually interesting and worth sharing.

So, since on thursday we decided to play LAG today we share serious knowledge and XP points

——> get them here donks:

Antoni Gaudi was a Spanish Architect know for his eccentrically beautiful fluid forms. libGaudi is a fledgeling subdivision of surface modeling library based on the Doubly Linked Face List data structure. Right now Gaudi is a collection of routines to work with computational geometry, integrating 3D surface modeling and physical systems to solve real and imagined problems. The goal of libGaudi is to develop an easy to use and flexible library for making complex forms and solving complex geometric and fluid dynamic problems. Ultimately its a platform for my education in computational geometry and physical modeling and a way to explore infinite subdivision of surfaces based on tweaking the subdivision rules through simple operations such as twisting vertices, emphasizing edges and physically based surface interactions. Eventually libGaudi will be included in a 3D modeling program.

So what is a Doubly Linked Face List (DLFL)? Its a graph based data structure with embedded faces. Basically meaning that the faces straddle the graph, and the nodes of the graph act as the vertices. This is accomplished by using encoding the faces of the corners seperately from the vertices as a circular linked list. Its quite similar to the DCEL or Doubly Connected Edge List, or Half Edge data structure

What makes the DLFL interesting is the INSERT_EDGE operation. By connecting points together, sequentially you begin to build 2-manifold geometry. For instance, connecting together three points will create a 2-face, or a double sided face. By connecting a third vertex, you create a 3 sided pyramid. This is based on the notion of a graph rotation system, an obscure theorem that describes a 2-manifold geometry based on the ordered rotations of edges around a vertex.
onSequitar blog:
“Currently I have only implemented Catmull-Clark subdivision of surfaces, and some simple modeling primitive operations, but as I progress, I would like to incorporate some concepts from computational geometry, mesh skinning of a three-dimensional graph or lattice data structure, and infinite subdivision based on voxelization of manifold geometry.
A notion I’ve had is to integrate a non-destructive deformation engine and a bones engine into the modeling flow so that 1) Gaudi can construct good topology for deformation and 2) the modeler can test that topology and change the parameters of mesh generation. I think that if the high-resolution detail painting engine has a separate topology from the underlying model then then as long as the underlying topology doesn’t changed too much, then the detail can be remapped pretty easily to the new topology
Additionally, I have been interested in a simplex-lattice modeler based on a simplex data structure. This would more naturally extend to physical modeling, and keeping track of cavities and higher genus structures. A system of keeping track of an object’s hull, based on triangulation, then removing “bad” simplices might yield an interesting modeling interface. Further more the Hull can be independently subdivided to create smooth manifolds. Operations on the Hull, such as vertex insertion, or subdivision could then alter the underlying lattice.”
Skinning takes a graph and produces a 2-manifold skin around the graph. Skinning was produced in order to develop primitive objects for additional modeling operations and for use in animation with a bones system, however the structures it produces are pretty cool themselves.

The manifold is produced by defining a quaternion for each edge in the graph, extruding a shape in the direction of the quaternion, producing a convex hull for each face in the node, then fusing the whole thing together. Future iterations will optionally insert Steiner points at each node to produce more round nodes.

The graph depicted in this image was randomly generated using a spring electric model for layout. Theoretically with proper import bindings any network could be used.

Computational Geometry

Within the realm of 2-manifold geometry, libGaudi has a growing list of computational geometry and topological operations. If you’re looking for accuracy you’re probably looking for CGAL. If you’re looking for art and graphics, libGaudi is be your thing.

convex hull operation using the Quickhull method (only 75 points, but you get the idea).

Dual of the Convex Hull.

Dual of the Subdivision of the Convex Hull.

Skin of the edge graph of the dual of the subdivision of the Convex Hull.

Voxelization of a 2-manifold object.


In addition to some light computational geometry and algorithmic modeling, libGaudi also exists to prep geometry for fluid simulation. The fluid model is an implementation of the Immersed Boundary Method (IBM). The IBM is the coupling of a particle (Lagrangian) based fluid with a grid based fluid in order to model the interactions soft bodies immersed in a fluid medium. In this case the particle system is based on a linearized mass spring model used for modeling hair. The fluid solver uses a (1,2) projection method coupled with a semi-lagrangian advection step. The solver for the spring system is a conjugate gradient method, and the fluid system uses a multi-grid method based a on red-black gauss-seidel smoother. Domain decomposition and porting to the GPU are in the works.

This image shows a sphere immersed in a stokes fluid with a velocity injected into the sphere. Currently I’m working to simulate flow through a network of arteries, and this model will be coupled with a linear model of blood flow. The immersed boundary method is a little on the leaky side, I’m currently researching methods to improve the relatively primitive model I’ve implemented. And yea, its a little bit ugly right now, but I’m not too interested in making things look pretty yet.

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