Sei sulla pagina 1di 30

SPONSORED BY: SPECIAL REPORT: VISUALISATION

SPECIAL REPORT:
VISUALISATION
FOR DESIGN &
ENGINEERING
SPONSORED BY:
PHOTO CREDIT: SKULLCANDY

INCLUDING:

ANATOMY OF A INSIDE SKULLCANDY LEARN FROM THE THE FUTURE OF


SCENE: WHAT’S DESIGN: HOW VIZ PROS: TIPS AND TRICKS VISUALISATION:
NEEDED TO ACHIEVE IS CENTRAL TO ITS FROM DESIGN VIZ WHAT’S COMING NEXT
TRUE REALISM PROCESS SPECIALISTS IN IMMERSIVE VR
SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V1
SPECIAL REPORT: VISUALISATION SPONSORED BY:

Integration,
application,
configuration.

lightworks iray+ brings world- Iray+ can be integrated into all


class visualisation to companies workflows or used to create
working across design, manufacture end-user applications; we
and entertainment. More than just created Iray+ for 3ds Max
an image creation tool, Iray+ can be using our Iray+ SDK.
used to easily change and review
materials, lighting and designs in For more information on how we
real-world environments; combine can help you integrate Iray+ into
interactivity, photorealism and your workflow, create an end-user
physically based rendering with this design application or build a custom
comprehensive visualisation tool. configurator, contact us today.

for iray+ sdk


www.lightworks-iray.com

for iray+ services


www.lightworkdesign.com iray@lightworkdesign.com | 0114 266 8404
V2 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION
SPONSORED BY: SPECIAL REPORT: VISUALISATION

RENDER MONKEYS UNITE!


 
W
04 MARKET ROUND UP: WHAT’S HOT? hen we started DEVELOP3D, back in 2008, we asked our nascent
You’ve nailed your 3D product model. Now you want to show it off community about how they used visualisation. Even then the
— to your boss, your team, your clients. But where next? We look at answer surprised us. Rendering and photorealistic visualisation
the rendering market today.
had spread way beyond the traditional stamping grounds of
06 RENDERING HARDWARE industrial design and automotive styling and had truly started to become
DEVELOP3D’s hardware guru, Greg Corke, looks at what’s happening part of mainstream design and engineering.
in rendering hardware to help you get from idea to final images in Now, seven years later the market has changed. We’ve seen the rise of
the quickest time possible.
the physically-based and progressive renderer, which offers a ‘point and
08 BACK TO BASICS: ANATOMY OF A RENDER click’ approach to rendering by accurately simulating materials and lights.
Photorealism is a curious beast. Part science, part art, part black This has been driven by both smart software developers and the wealth of
magic. We highlight some of the key factors and options that give computation hardware that is now readily available.
you truly stunning imagery.
Physically-based rendering takes much of the pain out of rendering setup.
10 MATERIALS: THE NEXT FRONTIER You load up a high-fidelity 3D CAD model, add materials, throw in a HDR
Dave Coldron of Lightworks walks us through some of the advances image as a lighting source, and almost immediately see the end result. It’s
in materials development for physically-based rendering systems, incredibly empowering for designers and engineers and has meant that
including Iray+.
rendering is now more deeply embedded within the product development
14 VISUALISATION & VIRTUAL REALITY process than ever before.
With Virtual Reality rising from the technology grave, are those of Now, we’re on the cusp of another sea-change. The physically-based
us in the professional space missing a trick for a more immersive renderer is evolving. The cloud (as well as specialist computation devices)
experience of our visualisation assets?
has the potential to further accelerate computation. New technologies are
18 INSIDE SKULLCANDY coming on stream that allow us to have more accurate materials.
We talk to the advanced concept design team at audio equipment This report looks at where design visualisation is at, as well as exploring
leader, Skullcandy, about how it uses visualisation throughout its what will be happening in the near future. We also talk to a number of
development process and into all areas of its business.
organisations that are using visualisation techniques in interesting ways —
22 MINDOVEREYE & INFINITI from communicating manufacturing requirements on large bore engines, to
MindOverEye’s Director of VFX, Sean Hooper, walks us through a mixing it with real world footage (and wild animals) for the advertising world.
recent project for Infiniti that saw the team bring its knowledge to We also talk to the designers at one of the world’s leaders in audio
combine the real and the digital.
equipment about how rendering has become
24 TECHNICAL DETAILS: TECHNOMOT vital to almost every area of its business
Large-bore, heavy-duty engine development consultancy, operations.
Technomot, talks about how visualisation has become central to Enjoy reading!
many of its working practices: it’s not just about a pretty picture.

26 VISUALISATION CHALLENGES & POTENTIAL


We talk to four leaders in the visualisation sector about the barriers
to mainstream adoption and where they think the industry is
heading next.

28 THE FUTURE OF DESIGN VIZ


Al Dean dusts off the crystal ball and takes a peep into the future
of visualisation. With rapidly advancing computation technology,
mobile devices and the cloud, what does it hold?

Al Dean
Editor-in-Chief
DEVELOP3D Magazine
@alistardean

© 2015 X3DMedia Ltd


FREE SUBSCRIPTIONS X3DMedia, Rooms 108 -109,
Produced by All rights reserved.
DEVELOP3D Magazine in print and PDF @ 4th Floor, 65 London Wall
Reproduction in whole or part
Technology for the www.develop3d.com London, EC2M 5TU
without prior permission from
product lifecycle Also available on the iPhone +44 (0)20 3355 7310
the publisher is prohibited. All
and iPad in Apple’s App store production@x3dmedia.com
trademarks acknowledged

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V3


SPECIAL REPORT: VISUALISATION SPONSORED BY:

RENDERING
MARKET OVERVIEW
You’ve nailed your 3D product model. Now you want to show it off — to your boss,
your team, your clients. But where next? We look at the rendering market today

» There are more options than ever before » Materials are easier to define » Physically based renderers dominate
» Most 3D design tools include rendering » Unless you go cloud, you need horsepower » Workflow is everything for the non expert

THE BASICS : Rendering has come a long THE OPTIONS : Whether you’re looking to THE FUTURE : The increase in core count
way, baby. Ten years ago, it was seen as the keep your rendering inside your CAD system on both your CPU and GPU (for the growing
sole preserve of the industrial design and with an integrated solution or to spin things number of renderers that support GPUs)
automotive crowd. Expert driven, it was an out to a separate system that allows you to is going to make rendering more and
arcane and mystical process to take the raw farm out the work and the computation, more efficient. For those that don’t want to
geometry from a 3D design system and there are many options. invest in hardware or have extremely heavy
create photorealistic images and animations. The rise of the physically-based renderer computational requirements, the cloud is
Today, the reality could not be further has meant that we’re now used to a more also set play an increasingly important role.
from this. Many in traditional design and drag and drop approach to material There are also plenty of new developments
engineering have adopted visualisation as definition. HDR images are making lighting in materials definition, in the portability
a means of communicating their product’s much easier. That said, there are tips and of materials between systems, in low cost
form and function. Whether for design tricks to taking your imagery to the next level immersive VR with consumer headsets
review, for pre-manufacture marketing or and these apply to the majority of systems and much more. The future of design
sales promotion. and tools available. visualisation has never looked so exciting.

3D CAD integrated Standalone renderers Plug-in render engines

Rendering has been part of most 3D design and With the rise of the CAD-integrated rendering The use of general purpose rendering and animation
engineering systems for a good few years. We can’t system, the standalone renderer looked like it was on systems — such as 3ds Max, Maya and Modo — in the
think of a vendor that doesn’t offer anything at all. its last legs. Then KeyShot (or before it, HyperShot) design and engineering world saw many rendering
While some are kept bang up to date, others lag came onto the market and it all changed. This software developers plug their render engines into
behind (often the vendor’s fault rather than the revitalised an industry segment and many saw the these systems. The benefits to the end user typically
rendering engine per se). attraction of separating 3D CAD from rendering. include greater material control, easier workflows or
simply better results.
What you gain in data associativity, you often lose Combine that with today’s prevalence of physically-
in an overly complex workflow to set-up the scene, based renderers, better data associativity with many While there aren’t too many plug-ins for mainstream
materials and lighting — but many of the CAD of the leading CAD tools and you have a market that design and engineering systems, there are a few
integrated systems are getting better. continues to grow. (Maxwell for SolidWorks being one example).

Pros: Instant data associativity (as you’re working Pros: An interface that’s built for visualisation, not
Pros: You can choose the renderer that best suits your
on native geometry design change updates are free). design and engineering. More efficient workflows.
Pros vs Cons requirements and use the toolset you’re used to.
Cons: Biggest downside is that rendering often ties up Cons: It’s a separate licence cost and learning curve.
Cons: Separate licence cost. More learning required.
your workstation while calculating. Workflow better with some CAD tools more than others.

Luxion KeyShot, Bunkspeed HyperShot, Autodesk Chaos Group V-RAY, V-RAY RT. Next Limit Maxwell,
Almost every 3D CAD vendor includes some form of
Vendors Showcase, VRED, 3ds Max, Optis Theia-RT, Cinema4D, OTOY Octane, Nvidia Iray, Lightworks Iray+,
rendering tool, often part of a premium bundling.
Blender, RTT Deltagen, Mental Ray. AMD FireRender.

V4 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

KEYSHOT 6: SNEAK PEEK AT WHAT’S HDR LIGHT STUDIO 5: MORE


IN STORE FOR THE NEXT RELEASE POWER, MORE FLEXIBILITY

L H
uxion is releasing details of its having to do the work in your 3D DR image-based lighting has revolutionised
up coming KeyShot 6 release. design system before moving to the the rendering world, giving us realistic
Due for launch just as this rendering stage. and controllable lighting conditions in a
report goes to press, KeyShot 6 looks The new interior lighting mode snap. For those that want to push things further,
to bring a wide range of updates, new will be a boon for those working at Lightmap’s HDR Light Studio gives you all the tools
tools and more functionality. the architectural scale looking to take you need to adapt stock images, create lighting
It looks like the heavy focus is on advantage of HDRi environments but environments from scratch and to dial in those
building out the capabilities to develop focussing on interior shots. There’s highlights and reflections.
more complex materials, specifically also been some work done to support The 5.0 release brings a new full screen UI,
with new tools to build up layered other architectural workflows, such integrated live previews of both the standard preview
materials using a node-based editor. as a new Len Shift control as well and your own models and much more. You can also
Elsewhere on the materials front, as panorama animation from the adapt lighting in the UI without having to re-render
labels looks to get a boost with the camera. the whole scene. There’s also been work done on
ability to apply materials over labels. Finally (and we’re sure there’s more handling presets, making them more flexible and
Finally for materials, you’ll be able to come), you’ve now got the ability to much easier to both create and reuse.
to add animation characteristics to perform a region render. Rather than There are integrations to all the usual suspects, such
materials as well. computing an entire frame, you’ll be as 3ds Max, Maya, Rhino, VRED and Modo, giving
When it comes to geometry able to select a region from the UI you much tighter control over your workflow. Failing
wrangling, there looks to be a new and have the system focus all of its that, more systems than ever are adding HDR image
set of tools to help split up geometry computation power on that area. support, which gives you an extra level of control.
into different portions, saving you ■ keyshot.com ■ lightmap.co.uk

OCTANEVR - OTOY LAUNCHES


VR APP & COMPETITION

Real-time renderers Cloud & Web-based Renderers

The real-time renderer often combines elements of You’ve always been able to hook your renderer up to a
other system types we’ve discussed, but does some local cluster - now the cloud gives you the same ability
clever things to assist with performance and removing without the heavy investment costs. We’ve yet to see
the need to calculate each scene. too much action on the cloud-based rendering front,

O
Both Showcase and VRED from Autodesk let you bake
but it’s coming. toy, developer of the Octane rendering engine,
textures, shadows and lighting conditions into your Lagoa made a big splash, then went quiet. Autodesk has launched OctaneVR, specially developed to
scene, then manipulate on screen. This is perfect has implemented it across much of its portfolio and
for high-quality display systems in a design review others should follow. If they don’t, there’s always third
help create assets for today’s growing range of VR
environment. party render farms for the big projects. headsets. rfix, the oldest UK manufacturer of scale plastic
model kits, has been using reality capture for the first time
Pros: Lightning fast display (once you’ve done the in the development of key models in the 2015 range.
heavy computation). Pros: Quicker calculation of heavy projects. The company celebrated the launch by announcing
Cons: Experimentation with materials is limited Cons: Cost per frame could quickly rack up. a competition with more $75,000 of prizes for the
without a recompute.
best rendering use of its technology. Judges for
the competition include Oculus CTO and games
Lagoa, Autodesk, OTOY Octane + many third party
Autodesk Showcase and Autodesk VRED. development legend, John Carmack.
render farms will give you many of the benefits.
■ otoy.com

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V5


SPECIAL REPORT: VISUALISATION SPONSORED BY:

RENDERING HARDFrom laptop to desktop, render node to render farm, Greg Corke
gives a back to basics guide to buying hardware for rendering

» Rendering loves CPU cores. More = better » For workstations GHz is also important » Intel Hyper-threading boosts performance
» Desktop workstations go up to 72 cores » ECC memory protects against crashes » Distributed rendering for fastest results

THE BASICS : Rendering absolutely core technology that turns each physical CPU THE OPTIONS : You can render on pretty
hammers the processor so the CPU is core into two virtual cores. So a quad core much any type of laptop or desktop computer
arguably the most important component processor with HT actually has eight virtual but choose a workstation-class machine as
when choosing rendering hardware. cores (or threads). HT can boost rendering the components and cooling are designed
Each CPU features multiple processors performance by up to 15% so it’s an important specifically for compute intensive workloads.
(called cores). The more cores you have, consideration when choosing a CPU. Laptops typically peak at 4 CPU cores and
the faster the render. As a rule of thumb, Memory is also critical. Go for ECC 32GB RAM so are best suited to entry-level
doubling the number of cores halves the memory to protect against crashes (you don’t rendering.
rendering time. want your overnight renders to fail). N.B. ECC Those serious about rendering will need a
The GHz of the CPU is also important. is only available on Intel Xeon, not Intel Core. desktop workstation. These come with one or
To get a rough idea of comparative Adding more GB won’t make your render two CPUs, each with multiple CPU cores.
performance of chips from the same family go faster. Instead, just ensure you have Single CPU workstations feature anywhere
of CPUs, multiply the GHz by the number enough to handle complex scenes. If you from 2 to 18 cores and up to 256GB RAM.
of cores. However, when choosing a CPU run out of memory, rendering data will need Dual CPU workstations have anywhere
for a workstation, don’t forget a high GHz to be moved in and out of hard drive swap from 8 to 36 cores and up to 1TB RAM.
processor is essential for general system space, which can be slow. Use fast Solid State For hardcore users, distributed rendering
performance (Operating System, CAD and Drives (SSDs) to move data quickly. takes rendering to a whole new level. It
3D graphics). Therefore, it is important to The GPU is only used for interactive shares render jobs across multiple networked
find the right balance i.e. do not choose a 3D graphics in most rendering software. computers. This can be an ad hoc network
CPU with lots of cores but a very low GHz. However, a growing number can use the of workstations or a dedicated render farm
Most (but not all) workstation-class CPUs GPU for rendering (e.g. V-Ray RT, Nvidia Iray, with 10s or 100s of render nodes, each with
feature Intel Hyper-threading (HT), a virtual Lightworks Iray+ and AMD FireRender). dozens of CPU cores.

WAYS Mobile workstations Single CPU desktop workstations Dual CPU desktop workstations

TO
Single processor workstations come with a massive With support for up to 36 cores (72 threads) in total
Mobile workstations are fine for occasional renders, choice of CPUs from 2 to 18 cores, but most machines and buckets of RAM, dual processor workstations are
but if you hammer your machine for hours a day you only go up to 8. These include the Intel Core i5 and for those who take their design visualisation seriously.
will probably be better served by a desktop. Core i7 (which are also found in desktop PCs) as well
as the more workstation-focused Intel Xeon. Everything centres on the Intel Xeon E5-2600 v3
Most machines feature mobile CPUs — Intel Core i5 or series CPUs, but don’t get obsessed with maxing out
Core i7 with 2 or 4 cores. Some support Intel Hyper- Unlike the Tier One workstation manufacturers some the cores. The top-end 18 core Xeon chip only runs
threading, others do not, so read the specs carefully. of the smaller specialist firms overclock their Core i7 at 2.30 GHz whereas the 10, 12, or 14 core chips go
Eurocom does specialist laptops with desktop Intel chips. CPUs with up to 8 cores run at a clocks speeds significantly higher, which is important for general

RENDER
Xeon CPUs (up to 12 cores), but these hefty machines up to 4.5GHz. This can be a compelling combination system performance. The high-end chips are also
are not particularly mobile. for design viz with performance to rival some entry- eye wateringly expensive so check out some of the
level to mid range dual CPU machines. lower end models and find a happy medium.

(Entry) Intel Core i7 4790K (4C) (overclocked to 4.4GHz)


(Entry) Intel Core i7 4710MQ (4C) (2.5GHz-3.5GHz) (Entry) Intel Xeon E5-2640 v3 (8C) (2.6GHz-3.4GHz)
Recommended (Mid-range) Intel Xeon E5-1680 v3 (8C) (3.2GHz-3.8GHz)
(Mid-range) Intel Core i7 4910MQ (4C) (2.9GHz-3.9GHz) (Mid-range) Intel Xeon E5-2687W v3 (10C) (3.1GHz-3.5GHz)
components or Intel Core i7 5960X (8C) (overclocked to 4.2GHz)
(High-end) Intel Xeon E5-2697 v2 (12C) (2.7GHz-3.5GHz) (High-end) Intel Xeon E5-2697 v3 (14C) (2.6GHz-3.6GHz)
(High-end) Xeon E5-2697 v3 (14C) (2.6GHz-3.6GHz)

Lenovo ThinkStation P500, Dell Precision T5810, HP Z440, Dell Precision T7810 & T7910, HP Z640 & Z840,
HP ZBook 15, HP ZBook 17, Dell Precision M4800,
Recommended Fujitsu Celsius M740, Workstation Specialists WS-X180, Lenovo ThinkStation P700 & P900, Fujitsu CELSIUS
Dell Precision M6800, Lenovo ThinkPad W541,
machines Scan 3XS GW-HT10 and 3XS GW-HT20, R940, Armari Magnetar X36H-AW1275H4, Workstation
Fujitsu CELSIUS H730, EUROCOM Panther 5D. Specialists WS-E2180, InterPro E200HWE.
Overclockers RENDA M-H7F, BOXX APEXX 2 3402.

V6 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

DWARE GPU RENDERING


AN ALTERNATIVE TO CPUs

Most renderers rely on the CPU to do the number crunching.


RENDERING PERFORMANCE While this is unlikely to change any time soon, momentum is

HOW DIFFERENT PROCESSORS STACK UP growing for physically-based rendering technologies that use the
Graphics Processing Unit (GPU) instead of the CPU.
Not surprisingly, most of the developments in this space are being
Time taken to render scene in 3ds Max in a variety of desktop and mobile workstations tested in
DEVELOP3D from 2012 to 2015. Comparisons are of workstations and on different releases of driven by the GPU manufacturers: Nvidia and AMD.
3ds Max, but should give a good indication of relative performance of CPUs. By the end of the year Nvidia Iray or Iray+ (developed by Lightworks)
Read the full reviews at develop3d.com/workstations will be available for a broad range of applications including: Catia,
SolidWorks Industrial Designer, Bunkspeed Shot, Maya, 3ds Max, Rhino,
Cinema 4D, and Siemens NX.
54 2 x Xeon E5-2698 v3 (16C, 32T) (2.3GHz-3.6GHz) InterPro E200HWE Oct-14 The progressive rendering technology uses Nvidia CUDA and runs on
Nvidia GPUs (Quadro, GeForce or Tesla). It scales well across multiple
CPUs (the more CUDA cores, the better). High-end workstations typically
65 2 x Xeon E5-2667 v3 (8C, 16T) (3.2GHz-3.6GHz) HP Z620 Jan-15
host up to three high-end Nvidia GPUs.
Iray can be distributed across networked machines using Iray Server.
66 2 x Xeon E5-2687W v3 (10C, 20T) (3.1GHz-3.5GHz) Lenovo Thinkstation P900 Feb-15
A number of hardware manufacturers make rackmounted GPU servers
which can be turned into GPU render farms. Nvidia has its own GPU render
79 2 x Xeon E5-2687W (8C, 16T) (3.1GHz-3.8GHz) Dell Precision T7600 Oct-12
farm — the Quadro Visual Computing Appliance (VCA) — that features eight
high-end Quadro GPUs. Multiple VCAs can be combined together.
108 2 x Xeon E5-2667 (6C, 12T) (2.9GHz-3.5GHz) HP Z820 Jul-13
Meanwhile, AMD FireRender is a new GPU renderer optimised for AMD
FirePro cards (although it can run on most GPUs and CPUs as it uses the
111 Core i7 5960X (8C, 16T) (overclocked 4.2GHz) Scan 3XS GW-HT20 Feb-15
OpenCL platform). It is currently in alpha stage of development. Initial
integration will be for 3ds Max with other applications to follow.
129 2 x Xeon E5-2640 (6C, 12T) (2.5GHz-3.0GHz) Lenovo ThinkStation C30 Jan-13
AMD FirePro Ultra Workstations feature up to four high-end FirePro
GPUs. AMD FirePro S-Series GPUs are found in a wide range of rackmount
148 Core i7 3930K (6C, 12T) (overclocked 4.4GHz) Scan 3XS Feb-12
servers, blade servers and PCIe expansion chassis from vendors including
HP, Tyan, Supermicro, Asus and Gigabyte.
214 Core i7-3720QM (4C, 8T) (2.6GHz-3.6GHz) Lenovo ThinkPad W530 May-13 ■ nvidia.com/iray ■ lightworks-iray.com ■ fireprographics.com

215 Core i5 4670K (4C, 4T) (overlocked 4.2GHz) Scan 3XS GW-MT15 Jul-13

233 Xeon E5-1630 v3 (4C, 8T) (3.7GHz-3.8GHz) Lenovo ThinkStation P500 Feb-15

244 Core i7-4800MQ (4C, 8T) (2.7GHz-3.7GHz) Dell Precision M6800 Mar-14

299 Core i7 4702HQ (4C, 8T) (2.2GHz-3.2GHz) Dell Precision M3800 Mar-14

309 Core i5-4570 (4C, 4T) (3.2GHz-3.6GHz) Fujitsu Celsius W530 Dec-13

316 Xeon E3-1225v2 (4C, 4T) (3.2GHz-3.6GHz) HP Z220 Jan-13

551 Core i7 4600U (2C, 4T) (2.1GHz-3.3GHz) HP ZBook 14 Mar-14

Supermicro GPU workstation

RENDER IN THE CLOUD


With cloud rendering you don’t have to pay for expensive
rendering hardware up front. You simply rent time on a render farm
in the cloud. The pay-per-use model suits firms that only render
Distributed / network rendering Render farms / clusters occasionally or whose rendering demands are huge or come in peaks
and troughs (i.e. when project deadlines are looming).
Rendering is computationally intensive and it can take Render farms are typically for firms that are serious Cloud rendering services typically have 1,000s of CPU cores behind
hours to render a scene on a single machine. Distributed about rendering. They consist of a dedicated them so can be very quick. This makes them particularly attractive
rendering can help get results back faster by sharing cluster of networked computers designed for the for rendering multi-frame animations. A fast Internet connection is a
rendering jobs with multiple machines on a network. sole purpose of rendering complex scenes. Each must as uploading rendering assets to the cloud can take time. Some
Typically, users submit jobs to a ‘master’, which computer in the render farm is called a node and services allow you to store assets permanently in the cloud so you
breaks up the rendering job into portions and sends there can be hundreds of nodes.
don’t need to re-upload materials every time you submit a render.
each part to ‘slaves’ on the network to be processed.
Render farms are typically built from rackmounted Jobs can be submitted directly from the app (with a plug-in) FTP or
Distributed rendering is often done out of hours, servers or desktop ‘towers’. Workstation Specialists via a file sharing service like dropbox.
when machines are sat idle, but ‘slaves’ can also be and BOXX also offer small form factor deskside There are a whole host of cloud rendering services available. For
configured for ‘low priority’ so they remain responsive render nodes that sit on top of a workstation. CAD, the best known is probably Cloud Rendering in Autodesk A360,
to the end user. It is best suited to large jobs. Multiple units can be stacked on top of each other.
which works with a variety of Autodesk products.
There are plenty to choose from for V-Ray, Maxwell, mental ray,
Network rendering requires specialist software to (Entry) 1 deskside render node (2 x Intel Xeon) Cinema 4D and 3ds Max, while KeyShot users have 3d-off-the-page
manage the render jobs. It is only available for certain (Mid-range) Rack servers. 8 nodes total (16 x Intel Xeon) (3dotp.com). There are also a handful of GPU-accelerated cloud
renderers. You will also need a fast network. (High-end) Rack servers. 32 nodes total (64 x Intel Xeon)
render services for Iray. rentrender.com has a comprehensive list.
Cloud rendering is unlikely to spell the end for rendering on
Examples of apps that support network rendering: Render node manufacturers: workstations any time soon, but there is a trend to make the transition
Luxion KeyShot; Autodesk 3ds Max (Backburner); BOXX, Workstation Specialists, Fujitsu, Dell, HP, more seamless. Fujitsu, for example, is in the process of introducing a
The Foundry Modo; Chaos Group V-Ray; SolidWorks InterPro, Lenovo, Boston, Armari, SuperMicro, Tyan,
PhotoView 360, Maxwell Render, Cinema 4D. Asus, Gigabyte. ‘burst out’ capability for its workstation customers that will give them
access to High Performance Computing (HPC) hardware on demand.

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V7


SPECIAL REPORT: VISUALISATION SPONSORED BY:

ANATOMY OF A
RENDER
Photorealism is readily achievable with most software solutions.
All it needs is an understanding of the core components

HDRI
High Dynamic Range images
(HDRi) capture a greater
spectrum of light than standard
images — enabling the intensity
of that light to be reused in
rendering. They’ll also give you
excellent starting points for
adding context. They’re widely
available from a variety of
sources too.

DEPTH OF REFLECTIONS SHADOWS


FIELD & HIGHLIGHTS MAKE IT
Depth of Field is a long used One of the advantages of using The combination of lighting and
photography method of focusing High Dynamic Range images as the the resultant shadows can make
on the details you want to lighting and environment source for or break a rendering. Getting the
highlight. Out of focus items your scenes is that you’ll get realistic lighting right creates the correct
that appear blurred also add an reflections that match your lighting shadows and the two stitch the
extra layer of realism. conditions, for free. whole thing together nicely.

V8 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

EMISSIVE
MATERIALS
Given today’s wealth of electronic
components, emissive materials
are one of the key factors in getting
your renders correct. Rather than
trying to bodge a light in place, these
give you greater control over form,
strength/luminance and
colour as they are applied
to geometry directly.

BLOOM
Often found in your render
settings, bloom produces
fringes of light extending from
the borders of bright areas in
an image, contributing to the
illusion of an extremely bright
light overwhelming the camera
or eye capturing the scene.

DECALS & SHARP EDGE


LABELS ROUNDING
While materials and textures A lot of renderers now give you
give your parts their holistic a sharp edge rounding option.
look, decals and labels are the This will soften hard edges
method of adding those extra to make them appear more
details that really make your realistic as they mimic how light
image pop and add context. bounces off these forms in the
real world.

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V9


SPECIAL REPORT: VISUALISATION SPONSORED BY:

Ford Focus interior created using


the physically based real-world
materials available in Iray+

MATERIAL GAINS
Dave Coldron of Lightworks presents the latest trends in materials and
shaders for physically-based renderers, including Iray+

P
hysically-based rendering is a hot rendering materials for designers to use. as both an instruction to manufacturing as
topic in product development. So rather than trying to make your own steel well as visualisation. It’s an interesting area,
Unlike the biased renderers used material, you specify the type of material but it’s one that’s not been addressed yet.
for Hollywood special effects, you’re using, then download it off the I do think this will happen, but it needs
physically-based renderers are very easy to manufacturer’s website — or at least the to be driven by two sides. The first is that
use. This makes them perfect for designers data you’d need to create it. the manufacturer has to be willing to give
and engineers who want a simple way to out that data. The second, is that the CAD
accurately visualise how a product will look MEASURED MATERIALS systems need to support it by being able to
in the real world. The interesting thing here is that it can read these descriptions.
Materials play a critical role. The big extend beyond the visual properties of In Nvidia’s Iray and our own physically-
advantage is that, as you can define them to the material. You can encode all kinds of based rendering technology, Iray+ (which is
be physically accurate, there’s no eyeballing, information into the material that CAD built on Nvidia’s Iray) you’ve got materials
there’s no fiddling with controls. You create and PLM systems can reuse, such as tensile that can represent the whole of the lighting
a material, say brushed aluminium, and, as strength — all those non-optical properties. equation in terms of properties. You can
long as it is set-up correctly, you don’t have to You can also link it to finishing processes encode and create a material that looks
edit it at all, unless you want a very specific in the manufacturing stage so you could exactly like it would in the real world.
effect, such as an oxidisation layer on top. start with an aluminium with measured The other approach is to measure the
In many cases the manufacturers of the data, then specify the brushed finish, a clear materials. Companies like X-rite, which
physical materials also produce accurate coat — and represent that in the material produce huge machines that cost more than

V10 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION
Lenovo® recommends Windows.

MAXIMIZE
USER
PRODUCTIVITY
LENOVO THINKSTATIONS ARE
BUILT FOR PERFORMANCE AND
RELIABILITY.
TOOL-LESS DESIGN | SIMPLIFIED MODULAR
ARCHITECTURE | HIGHLY SCALABLE | ISV CERTIFIED
Delivering breakthrough levels of pipeline efficiency with
up to 96% more performance than previous generation
workstations, Lenovo ThinkStation P Series are powered by
Intel® Xeon® processor E5-1600v3 and E5-2600v3 series
and the latest NVIDIA graphics technologies enabling them
to run faster than ever before. Empowering visualisation
professionals with serious amounts of processing power
for their rendering workflow.

P300 P500
P900
P700

UNCOMPLICATED USAGE
· Tool-less and cable-free design
· FLEX features and intuitive touch-points
· Easy configuration and customization

INTELLIGENT COOLING
· Patented tri-channel architecture
· Our coolest workstations with just 3 system fans
reducing downtime and maintenance

UNMATCHED PERFORMANCE
· Latest Intel® Xeon® processor E5-1600v3 and E5-2600v3
· Quad Channel DDR4 Memory
· Supports up to 14 high performance storage drives

Intel® Xeon® sales@thinklogic.co.uk


processor 0845 475 1155

Lenovo makes every effort to ensure accuracy of all information but is not liable or responsible for any editorial, photographic or typographic errors. All images are for illustrative
www.thinkworkstations.com purposes only. For full Lenovo product specifications visit www.lenovo.com Lenovo makes no representations or warranties regarding third-party products or services.
Trademarks: The following are trademarks or registered trademarks of Lenovo: Lenovo, the Lenovo logo, For Those Who Do and ThinkStation. Microsoft and Windows are registered
trademarks of Microsoft Corporation. Other company, product and service names may be trademarks or service marks of others. ©2015 Lenovo. All rights reserved.
SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V11
SPECIAL REPORT: VISUALISATION SPONSORED BY:

a semi detached house in Sheffield,


measure the optical properties in full.
You can then take that data and use it
to generate your materials.
It’s an area we’re exploring at
Lightworks as it gives you a highly
accurate representation of reflectance
properties so there’s absolutely no
need for you to change the material
at all.
The downside is that there is no
standard at the moment for encoding
that data, so each company that has
a measurement machine to sell will
have a proprietary format. They
don’t see it being in their interest to
have a standard, as the data would be
interchangeable between systems and
they’d lose their exclusivity.
Iray+ can take data from X-rite 1
and represent it to give you a superb
representation. At present there are
not many people using this method.
They are mostly car manufacturers
and they’ll use this for automotive
interiors, so they can see exactly how
much light is reflected inside the
vehicle. They’ll also use it for paint
finishes so they have that absolute
representation for design review.

THE INEVITABLE CAVEATS


There are some caveats to these
technologies. The measurement
machines are prone to errors. They
measure the materials in a 180
degree arc, they shine a light on it,
and measure the light reflected at
each angle in that arc. The problem
is that when you get to very shallow
angles (one or two degrees) or at 90
2
degrees, you may get errors, and have
to correct the recorded values. None of reflectance characteristics. So you for material creation. ●1 Measured material -

of that has been standardised yet, but can take a standard MDL component To create a car paint material for car paint - in Iray+
it’s going to be a big growth area. to create a glossy surface, sub example, you might start off with a ●2 The additional
Fresnel layer creates
To create an easy to use API in Iray+ surface scattering, a matt or steel for metal surface, add an undercoat layer, the reflections in this
we’ve added a layer on top of the Iray instance. then a paint layer with perhaps some version
API and simplified a lot of standard To give this some context, generally flake, then a clear coat layer on top.
things you need to make integration with graphics systems, developers You can then go in and add
easy for software vendors. provide huge shaders requiring additional layers such as dust and dirt
The other big area is how materials an unwieldy interface, which has if you want to. So, instead of getting
are defined. We use MDL (Material everything, including the kitchen involved in huge shaders that use
Definition Language) from Nvidia. sink. arcane language, you’re actually just
It is open and it’s an abstraction The user simply ticks on the bit building materials up as you would in
layer, so you define the material and he or she wants, say an anisotropic the real world.
the graphic system interprets it how reflection, where you get elongated With designers and engineers
it needs to — the idea being that highlights (such as brushed metal) primarily being in the business of About the author: As
you could use it in any system that and adds on some sub-surface designing and engineering, we see the Lightworks’ Product
Director, Dave has specific
supported it. scattering. this as critical. responsibility for the
A number of key applications have For Iray+ we’ve made things Visualisation should be a simple development of Iray+ and
its use in applications and
already provided support for MDL simple. You build up a material with process from start to finish and plug-ins. With over 20 years’
and I think others will follow. components, rather than picking by making it easy to work with experience in developing
integrated systems for the
At Lightworks we’ve taken a novel effects from a monolithic list. We’ve materials, physically-based computer graphics industry
approach to material editing. We defined our components in terms of rendering can become even more Dave knows how to create
applications that support the
have created a set of components that classes; geometry, base, coating and tightly integrated into the product design workflow; focusing on
are standard and reusable blobs of surface. The idea is to present the development workflow. the use of compelling digital
content, interactive design
MDL that represent different types user with a real world mental model ■ lightworks-iray.com and the user experience.

V12 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

www.holovis.com

B E

I M M E R S E D

I N Y O U R

D E S I G N

Scalable Hardware • Software Solutions • Development Services


Empowering our clients to solve complex problems using real-time, photorealistic,
1:1 scale immersive, virtual and augmented technologies that enhance accuracy,
improve efficiency and deliver a memorable ROI.

Transforming Sensory Experiences


London Los Angeles Shanghai

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V13


SPECIAL REPORT: VISUALISATION SPONSORED BY:

DESIGN VIZ & VR/AR


THE NEXT FRONTIER?
Virtual Reality in the design and engineering realm has traditionally been seen as
the preserve of the large multinationals. Will today’s consumer VR devices bring it
to the masses in the professional space? Al Dean explores the potential

W
ith almost anyone
with even the most
cursory knowledge
of rendering and
visualisation able to
create high quality
images and animations, the barriers to
photorealism have broken down.
However, we’re still pretty much stuck
with same display technology that we
had back at the dawn of the computing
revolution. Yes, the CRT tubes have gone,
replaced with sleeker, larger and higher-res
LCD or LED displays, but we’re still seeing
everything in two dimensions. And that
kind of sucks.
Enter Virtual Reality. Those with
memories long enough will remember
the days when VR and immersive headsets
1
promised the world — Lawnmower Man,
anyone? It came and it went in the late 90s. And the costs are affordable. $300 will The process is far from simple. The data
VR has remained in the higher echelons get you a decent headset which then be from your CAD system is typically way
of the engineering sector, where OEMs in plugged into a high-powered graphics too heavy to be used, so there are a lot of
automotive and aerospace design use it for workstation. The problem is the design intermediary steps that need to be taken
advanced design review. After all, who else visualisation software isn’t quite there yet. that require skill and experience.
has quarter of a million quid to spend on a At present, we’ve only come across a
fully immersive CAVE with motion tracking VENDOR LAG IS THE BARRIER handful of vendors that are building a
and stereographic display units? As mainstream immersive display VR display capability directly into their
This is all changing now. Driven by the technology is so new, most design visualisation tools.
consumer market, specifically Web-based 3D model hosting
games and augmented reality  service, SketchFab (sketchfab.
(which combines 3D display The most important factor is that any com) recently introduced a display
with the real world), there mode that allows you to turn the
has been a huge resurgence technologies used have highly effective display into Oculus mode. Strap
of interest and activity in the and robust software that is seamlessly on a pair of goggles, add a suffix to
subject. embedded into the work flow practice to the URL and away you go.
Whether you take a look “What SketchFab offers is
at the new products from
improve accuracy and solve a business basically a virtual scene in
Microsoft (the HoloLens) problem. Stuart Hetherington, Holovis which you can put anything,
or the Oculus Rift (a start
up acquired by Facebook
 and this scene can be embedded
anywhere,” explains SketchFab’s
for a whopping $100 million) or Google’s visualisation software developers don’t CEO, Alban Denoyel. “We added a VR
Cardboard project, there is a lot of activity readily support it. mode so that every upload on SketchFab
around immersive display devices. So There are several ways to get your data can be consumed in VR, by simply walking
shouldn’t we be taking advantage of them? from your visualisation tools into a format through this web-hosted scene with a VR
The short answer is yes. There is huge ready for VR but many of them centre on device. Being able to visit them in VR adds
potential take these consumer focused exporting the data and using the games a tonne of value compared to simply playing
devices and use them to visualise your platform development tool, Unity, to create with it with your mouse on a web page.
product concepts in full, immersive 3D. the app to run. “We are now working on animation

V14 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

KeyShot ®

Amazing renderings and animations. In minutes.

Import your model file Drag-and-drop to Choose any HDRI to Set the camera for
into KeyShot apply your materials light your scene the perfect shot

KeyShot 6 is coming soon. For a limited time only, purchase or


upgrade KeyShot 5 and receive a free upgrade to KeyShot 6.

Model by Steve Talkowski Download KeyShot 6 at


Sketchbot.tv keyshot.com/keyshot-6/

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V15


SPECIAL REPORT: VISUALISATION SPONSORED BY:

VR & AR: FOUR DEVICES THAT COULD CHANGE VISUALISATION

OCULUS RIFT: While they’re still at the MICROSOFT HOLOLENS: Just announced, GOOGLE CARDBOARD: Say whatever you FIREFLY VR: There’s a range of devices that
development stage, the Oculus VR headsets but the HoloLens is already creating a like about the company, Google does things turn your smartphone into a VR viewer (such
are available and a development kit can be buzz. The idea that you could have OS level interestingly. The Cardboard project is an as the Google Cardboard to the left). The
picked up pretty reasonably at around 300 integration of augmented reality along with ultra lost cost way to strap a smart phone to FireFly VR device does the same — without
quid. Let’s see what happens post Facebook. 3D display is getting a lot of folks fired up. your head and get immersive. the cardboard

high-end rendering system, VRED, same way we do with our larger


gained Oculus support with the scale VR systems,” he says. “Having
2015 release and this has been said that, it doesn’t mean that there
improved on for the forthcoming isn’t a place for VR headsets in
2016 release. (Note: Only the Pro certain industries. These systems
variant supports Oculus). See the provide a highly cost effective and
box out below to see how to get it up easily portable approach to data
and running. visualisation when managed and
With both Oculus and Microsoft used in the right way.
HoloLens shipping official products “At the moment it is the
2 soon, application support is sure multinational corporations that are
to grow in the next 12 months, leading the way with investment
●1 Microsoft’s vision support to let you publish even possibly in the workhorse tools we and adoption of the larger-scale
for the HoloLens’ use more advanced VR scenes and use each day. However, just because immersive systems, however as
in the professional
experiments,” adds Denoyel. VR technology is set to hit the technology evolves, the challenges
space. Augmented
reality a go go SketchFab is integrated with a mainstream, it is important not to over scale, immersion and the
●2 SketchFab range of 3D creation tools including get ahead of ourselves. Using VR human factors will be resolved
introduced Oculus (3ds Max, Photoshop, Blender, 3D effectively in design and engineering to deliver viable solutions at
support recently. Add scanning applications and game is far more involved than simply an achievable price point. The
“/embed?oculus=2”
to the model’s URL to engines like Unity). According to viewing a design model with an most important factor is that any
switch it on Denoyel, this makes it one of the immersive headset. technologies used have highly
easiest and most straightforward Stuart Heatherington at one of effective and robust software that is
ways to publish VR content. the UK’s leading VR specialists, seamlessly embedded into the work
Autodesk is also investing in this HoloVis (holovis.com), offers a flow practice to improve accuracy
space. The company has a wealth little perspective, “With the re- and solve a business problem.
of knowledge in the game and CGI immergence of VR headsets, we “In all situations end users need
market and some of that is now don’t see these devices as giving the to look at the use cases and be clear
trickling down to its industrial- same flexibility in data manipulation about what they are trying to do and
focused applications. The company’s and group decision making in the what they want to achieve.”

WORKFLOW: GETTING OCULUS RIFT DK2 RUNNING IN VRED PRO

●1 While it’s still at the development stage, ●2 Once your hardware is set-up (it's a case ● 3 The next step is to set up VRED for the ●4 Strap the device on your head and marvel
the Oculus VR headsets are available and of plugging it in, and connecting a HDMI cable display. Get your scene ready, textured and at how simple that was. That’s probably 15
a development kit can be picked up pretty and USB lead to your machine), get your scene lit. Then find the Oculus VR setting from the grand’s worth of consulting 10 years ago. And
reasonably on ebay — it’s pretty plug and play. reading in VRED (you'll need the Pro version). View/Display/Oculus Rift menu option. you did it in minutes.

V16 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V17


SPECIAL REPORT: VISUALISATION SPONSORED BY:

CRUNCHING
SKULLS

The Skullcandy Grind


headphone with a low
profile, classic design

V18 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

Skullcandy is one of the market leaders in audio equipment.


Dave Vogt and Seth Richardson from the firm’s Advanced
Concept Design Studio share the secrets behind its viz process

A
t Skullcandy we work in such a fast paced Currently we use renders from top to bottom
market, so 3D rendering and visualisation throughout the company’s infrastructure. Our Industrial
is the only answer when it comes to Design team uses 3D visuals to pitch new concepts and
generating quick and accurate imagery for functionality, including but not limited to photorealistic
new product launches, rotating colour- imagery, computer animations, and even motion
ways, and custom SKUs. graphics. Our Mechanical Engineering team uses some
Being able to prep and align all our departments, from lightweight 3D rendering to help communicate design
marketing to packaging to digital to retail, is key to a issues with both the internal Product Development
successful product launch, and being able to produce team, as well as the factory and supplier teams. But then
product visuals months before actually having physical it spreads out to other departments that aren’t directly
samples in hand is one of the keys to this alignment. related to the product development process.
Working through product updates is also a massive Our Creative team of graphic designers uses these
benefit of generating visuals on a digital platform. assets for all branding imagery for print, web, and
Anyone in product development knows that last minute electronic distribution. Our Packaging team uses the
changes (whether it be in engineering or manufacturing) images on all retail boxes to showcase the product, as well
can sometimes completely change the accuracy of as educate the consumer on specific product features and
previously generated visuals and assets. SKDY tech in each model.
If it’s new part geometry, or changing the When it comes to marketing, our images are used
materialisation and finish of a component… being able to on pretty much any advertisements we generate.
open a 3D file and modify within minutes is a countless High-resolution generation is great for larger assets
time saver vs. any combination of photography or post like banners, billboards, or vinyl wraps on vehicles
production modification. and buildings. The same imagery is also used in the
Aside from static assets, 3D animation and motion Skullcandy web-store, as well as by online retailers and
graphics adds another level of product and brand resellers. The same can be said for social media and
representation that you just can’t physically do via these images are used for product promotion, as well as
standard photography and videography. education around new product launches or collaborations

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V19


SPECIAL REPORT: VISUALISATION SPONSORED BY:

with industry partners. name for the product colour, then added to someone needs imagery. 
Finally, our rendered assets are used to help a pass group. By using pass groups we can This can be time consuming as needs are
our training team showcase new product then duplicate the original materials for always different for resolution and format.
to our in-store retail associates and product the next product variation and add it to a We pitch a lot of different combinations
reps all around the world and of course, used separate pass.  of physical product, combined with
on all point of purchase displays (POP) and The result is a very readable system. Even countless colours, patterns, graphics, and
video assets played on listening stations. if someone else opens the file they will easily materialisations.
be able to navigate it and figure out what Being able to quickly, and accurately, mock
GETTING THE JOB DONE they are doing. We will also start doing up the endless options helps us as a group
We use Modo for rendering and the starting UV mapping at this point for anything that narrow down the directions we want to pursue
point involves importing the CAD data into needs something more robust than standard in the product lineup. This significantly cuts
Modo. From there, clean-up is done to fix any mappings. down sampling time and development, and
problems with the CAD after conversion. In allows us to externally validate colour-way
most cases all soft areas such as ear pads, and RENDERING FOR DESIGN REVIEW development with test markets before we
any other cushions are remodelled by hand For review and initial presentation we use commit to physical products.
in Modo to give it an organic feeling that a preview render from Modo that takes
you just don’t get in CAD. We also add all seconds to get a good image for reviewing. CHALLENGES OF BIG PRODUCT RANGES
stitching by hand as well. This way, if there are any changes that need We have around 40 different products and
This gives us a lot of flexibility in getting to be made, no time was wasted rendering each product generally will have anywhere
the look we want from the fabric areas. out a full resolution image. from 3 to 5 views associated with it. For
Tension on the headband is also corrected. This allows us to dial in the exact view example, Crusher has 24 variations each
Generally the ear pads are touching when and look we want for each product quickly. requiring 5 views to be rendered for a total of
we receive the CAD and they receive a This is especially important for specialty 120 rendered shots.
4 degree bend in each direction to give views where creative has a vision and we are It’s not uncommon that we do final renders
clearance for the ear pads. working together to reach it. for a product and all its variations, only to
At this point once modelling is done, the have something change on the engineering
lighting is created, using a combination of RENDERING FOR DOWNSTREAM side and have to create a revision.
chrome and black plastic materials combined For packaging needs we render out all views Some products go through several revisions
with HDR Light Studio to get a lighting and colours for the specific product and do before we are happy with them. Grind for
setup. A custom colour checker has also been any corrections in post that are needed.  example was a product that went through
developed to ensure that the colours being These then get passed on to packaging many render revisions. For that product
rendered aren’t too bright or too dark, much as 16-bit TIFs in their high res formats. alone we have done probably 200 + renders.
like you would in photography. For a large part of our online assets and Everything from a CAD change, to a colour
After that we switch over to Illustrator and advertising, we use an internal system that change needs to be rendered over as we try to
grab our different product colour layouts and dynamically resizes images allowing for keep the render as true to life as possible.
start creating the textures needed for use in other departments to use them where they We also get requests from other
Modo. For the most part, this just entails need to. departments for specialty views that exist
grabbing images from the guide creative These are also sent to them as high res outside the standard views. We get those
made and saving them out as a PNG. 16-bit TIFs so that each department has high often for big product launches and flagship
From there, we create a base setup for the res imagery if needed. Having this system products. These specialty views can range
materials, look at all our colours for the on the backend greatly reduces the amount from close ups to detail shots of certain
product then start assigning materials to of work we have to do after rendering as we features we really want to showcase.
each part. This then gets grouped using a no longer have to hand deliver whenever ■ skullcandy.com ■ lightmap.com ■ thefoundry.co.uk

V20 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

PRO TIPS: KEEPING YOUR


VISUALISATION GAME STRONG
DAVE VOGT, MANAGER, ADVANCED CONCEPT DESIGN:
I keep things fresh by always building my own texture/spec/
bump map assets. Even if it’s something I can easily pull from
online libraries, it keeps my 2D skills sharp, and it allows for
easy adjustment and manipulation should you need it down
the road.
As far as tips and tricks go… always fillet every edge! No
matter how small, rounding every line helps with edge
definition and really pops parting lines and material transitions.
Especially in those tricky close up detail shots. Fillets!!


No matter how small, rounding
every line helps with edge definition
and really pops parting lines and
material transitions

SETH RICHARDSON, ADVANCED from small imperfections to little what does its fresnel falloff look like? wide blurry reflection that is often
CONCEPT DESIGN: For creating distortions on painted surfaces. These need to be recreated faithfully. stretched creating an anisotropic
photo-real images you need photo- These are all important in a final The benefit of software today is effect. Then on top of that exists
real assets. Whenever we get shot as they add up to creating you only have to do it once. Create another layer which gives sharper
samples in, whether it be leather something that looks realistic. the material then save a preset for reflections back, a clear coating.
or fabric, I take it straight to our Never use the same light setup it that you can simply use later in all Lastly, invest in a high quality
high res scanner and use it as a across products, each one is your projects. For all my materials display. You also need to be sure
base image to create a high quality unique and has areas that react to I look up every detail. All the way its colour calibrated. I calibrate
tillable image map at 4k. light better (Chrome, for example). down to each waveform for RGB to monthly in SRGB to ensure that the
Another trick I use to make sure You want to make your images pop ensure I am as accurate as possible. colours I am viewing are as correct
my renders are as realistic as and catch the eye. A trick I like to Layering your materials is also as possible.
possible is I will photograph the use for this if I am reusing an HDRi a huge part of photorealism. No This is critical. If your monitor is
product in a light tent then view asset is to create black strips of material is just simply a colour too dark or too bright you end up
it on my system. This gives you a geometry to block light, creating with a reflection. They are often adjusting based on what you see
much different look at what photo the look I want on the reflections. composed of several layers. which will give you a bad image
real actually is. It lets you see Do your research. What are the Take a brushed steel as an especially when someone views
details you might miss looking at physical values of a plastic material example. The imperfections it on a device that is correctly
something in your hand. Everything what is its IOR (Index of Refraction), (brushing) in the metal creates a displaying the render.

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V21


SPECIAL REPORT: VISUALISATION SPONSORED BY:

MIND OVER MATTER


Sean Hooper of MindOverEye walks through the creation of a recent project
for Inifiniti that saw the ‘digital’ combined with the ‘real’ in order to tell the story

V
isualisation is one of the areas picture finish, but was inoperable. The only moves for each shot. In effect it creates the
that we specialise in here way we could execute on the piece was to use story, angles, timing and a roadmap for
at MindOverEye. When a a CG Eau Rouge. the VFX department of the entire piece.
client has a product, whether The process entails three different phases: The resulting video from Previs was then
it’s a consumer electronic Pre-Production, Production and Post- used as a shot board for production on
or the latest automotive Production. Pre-Production consists of set, determining the live action camera
offering from a manufacturer, we’re able the creative development, animatic, previs, angles and number of shots needed at each
to visualise their pre-production data for asset preparation and shoot planning/ location for the live production team to
use in marketing and PR. This allows preparation. Production encompasses the acquire.
the manufacturer to create a marketing shoot and capture of data from set needed During the Pre-Production phase our
campaign prior to production models for the Post-Production phase. Lastly, Post- Asset Preparation team went through the
coming off the line. Production includes the edit, sound, music, Eau Rouge CAD data and corrected any
VFX, colour and finishing. issues that would lead to less than perfect
THE BRIEF FROM INFINITI renders. Any objects that had issues were re-
In the case of the Infiniti Beast Within, #1: PRE-PRODUCTION topologised, UV texture coordinates created
Infiniti had a concept car they wanted to show The Pre-Production phase began with the for parts with the carbon fibre texture and
to the world in a story driven anthem piece. initial concepts and a storyboard. Once the V-Ray materials assigned to the vehicle.
The story begins with a couple returning creative was locked down with the client Senior lighting artists use a standard
home in the dusk hours. After their Infiniti approval, we moved forward with creating lighting rig to dial in the materials to
Q50s is left for the night in the driveway, an animatic; taking the storyboards and a photo real finish. By using V-Ray, a
the blood moon causes it to transform into sitting with an editor to determine the shot physically accurate renderer, we can dial
the Eau Rouge, a 560hp beast. The idea length utilising just the images from the in materials using a High Dynamic Range
is that in every Q50s lurks the Eau Rouge. storyboards. Image (HDRi) of our Photo Studio.
There was one hitch to the production, only Once the timing was approved and an In addition to the HDRi, we use physically
2 Eau Rouges existed in the world. Neither animatic was created we moved into Previs. accurate V-Ray lights to mimic our onset
of them could be used on set as one was Previs, short for pre-visualisation, is the Keno Lights. This rig allows us to create the
mechanically an Eau Rouge, but didn’t have process where dummy geometry is used practical photo studio lighting in 3ds max,
picture car finish, and the other had the in 3D to block out animation and camera giving us a real life comparison in 3D.

V22 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

#2: PRODUCTION uniformity across all the shots and


The next step in the process is the then creating a look for the piece.
Production. During the production a The VFX department works in the
mule car was used in place of the Eau RAW camera colour space so that any
Rouge to achieve the proper framing adjustments the Colourist makes to
and focus of the action. A mule car the raw footage will transfer over to
is a vehicle used as a stand in for a finished VFX shots.
CG vehicle. Since the wheel base and This process allows the Colourist
primary design of the Q50s and the a great deal of flexibility to adjust
Eau Rouge are so similar we were the look of the piece all the way up
3
able to use a Q50s as the mule car. through delivery. The footage is then
Tracking markers were attached sent through a process of tracking
to the mule car to help the and matchmoving.
matchmoving/tracking process. In During this process the 3D Eau
addition to tracking markers the Rouge is matched to the movement of
onset VFX supervisor captured the mule car captured in the footage.
HDRIs of each of the lighting setups, In addition, 3D cameras that match
measurements of each location, the live production camera angles are
texture reference and camera data, generated.
all of which are needed for the Post The combination of matchmoving
Production phase. and tracking allows us to place the 4
Eau Rouge in the same physical
#3: POST-PRODUCTION space as the mule car that was shot
After the live production shoot, the on set. combines the final audio and visual ●
1 The Infiniti Q50s

Post-Production phase begins. The From there, any secondary pieces together into a finished piece. reveals the beast
within — the Eau
footage is ingested and cut into the animation or effects work begins. Rouge, 560 bhp
edit. At this point, any disparities Lighting artists begin the process A RESULT TO BE PROUD OF ●
2 The Eau Rouge
between the previs video and the of matching the car in 3D to each In the end, the Infiniti Beast Within meets its wild
shots captured are worked into the location and shot. Once the lighting anthem piece consisted of 56 visual counterpart on the
road
edit. The disparities are usually due to is finished then the 3D files are effects shots that utilised six software
adaptations needed in the production rendered on a farm of machines packages, 24 artists, two producers, ●
3 Behind the scenes
during the meeting
on set to compensate for a multitude designed solely for the purpose of three production coordinators, with of the two beasts
of unknown variables such as location, creating the 2D images from the 3D a runtime of 2 mins 44 secs and all ●
4 Matchmoving

lighting, and performances. files. Compositors take the rendered completed within eight weeks. It wireframe overlayed
on the footage to
Once the edit is approved, VFX, images and integrate them into the was the constitution of our crew that ensure the accuracy of
colour, sound design and music can live action shots. pushed through the 14-hour days, 7 the track
all begin. The first step for VFX is the Once the VFX has integrated the days a week to ensure that we created
breaking out and prepping of VFX CG into the footage, it’s then handed a piece that we would all be proud of
shots from the edit. At the same time off to the Colourist to final the visual showcasing.
the Colourist begins work on creating look of the piece. The editor then ■ mindovereye.com ■ chaosgroup.com

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V23


SPECIAL REPORT: VISUALISATION SPONSORED BY:

TECHNICAL DETAILS
Technomot specialises in large-bore, heavy-duty engines and the firm is gaining
competitive advantage from photorealistic rendering. Its Principal Design
Engineer, Norman Hadley, talks us through the path to using visualisation

L
ike most companies, turned, you immediately spot where there on the day.
Technomot started off will be machining issues. We’ve used it in It is communication at a much more
taking the obvious view that that sense for some time — for checking visual, human level. Even if the person
rendering and photorealistic components and assemblies. you’re talking to isn’t trained in interpreting
visualisation are marketing We then realised that if we can do this drawings, a photorealistic rendering allows
tools and we did all the usual internally, why not do the same externally? them to immediately see what it is you’re
things; posters for the wall, a big banner for We’ve created several 360 VRs, that allow trying to achieve.
our reception area, redesigned our website. you to spin a rendered model on a tablet or a In our world, we’re dealing with very large
Then we realised that this technology phone, and presented these to suppliers or engines. If you imagine a 1.5 litre engine in
is not just a marketing tool — it’s a machinists. a Volkswagen Golf, we’re looking at up to
communication tool. We can show them an interactive 360 1,500 litres displacement.
This led us to using renderings for degree photorealistic render of a part, You can imagine the component and
internal design reviews. Rather than they can work out where the casting forms tooling costs involved in, say, a crankcase.
looking at the Fisher-Price world of Pro/ are, where machining is needed, where These castings can take a week or two to
Engineer and Creo, where it’s blocky and clamping is needed and the number of cool down at the foundry — they’re huge.
fairly crude, we found that if you look at the set-ups. Now imagine the sums of money someone
same components rendered in Keyshot with If you gave someone a sheaf of drawings, is going to have to invest before they get a
realistic materials, you spot things that you they might need two weeks to sort through product they can sell. Giving them an early
wouldn’t have previously. Some issues don’t them and get a handle on the job at hand appreciation of the product so they can
leap off the screen in CAD, but rendering before giving you a quote. grasp what it is they’re going to get: that’s
brings them to the fore. With VR technology, you can be in a invaluable.
For example, if you can show a component meeting, work through the issues over the ■ technomot.com
with a cast finish, show where it’s milled or table and get a machining strategy agreed ■ keyshot.com

Crankcase for a V12


industrial diesel engine,
designed by Technomot

V24 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

Cutaway of a large-bore gas


engine capable of delivering
3,500 horsepower

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V25


SPECIAL REPORT: VISUALISATION SPONSORED BY:

VISUALISATION
CHALLENGES & THE FUTURE
HENRIK WANN JENSEN DAVE HUTCHINSON
CHIEF SCIENTIST COO & CEO
LUXION LIGHTWORK DESIGN
visuals using their 3D data, the every aspect of the design and
taste for quality and realism creative process. Companies are
is there and its importance often surprised at the cost of
increasing. Once they were high-end visualisation and may
satisfied with a flat-shaded, have to balance their aspirations
blocky screenshot of the model. against budget constraints; if
Now, when that model can money is no object then the
just as quickly have physically technology is available.
accurate materials applied, Moving forward the challenge
lighting dropped in and all shifts from enhancing the
parameters adjusted in real-time, consumer experience to
there’s the expectation of the making sure companies
creator to provide realism. It’s not have access to high-quality

W 3
hen we first started, isolated to an executive or client D visualisation is visualisation at any point
it was certainly an who is outside of the process. widespread and apparent within their workflow and this
interesting time These are the creators in nearly every aspect means integrating the same
in development of different themselves who want it integrated of our lives; television, film, visualisation technology across
architectures and physically into their process. So, this shows games, product design, their toolset. This will improve
accurate lighting simulation. us directly how important speed architecture, manufacturing design-review timescales,
Real-time rendering was new and accuracy is to them and and sales and marketing. Most save money and remove the
though and Luxion was at the how important it is to deliver users, and consumers, aren’t dependency on costly third
forefront of developing a new way the tools that complement their aware and moreover don’t party bureauxs.
to experience this technology. workflow throughout the design, care whether the visuals they There is a growing trend
We were fortunate to both have development and manufacturing interact with are photographs or towards manufacturers, and
funds for investigating advanced process. computer generated so long as agencies, bringing visualisation
rendering algorithms on future Of course, with this increased they meet their expectations. in-house, enabling their
hardware architectures and to be awareness, seeing how powerful In addition, they’re often workflows with technology that
working closely with Intel and KeyShot is and realising how unaware of the enormous combine real-time interactivity
AMD to ensure we were achieving important visuals can be, creative undertaking and with high-end photoreal
optimal performance on their designers, engineers and 3D design resource that’s visualisation.
new chips. We were focused on professionals require the ability required to generate even the No matter what industry,
the challenges that face the users to deal with massive assemblies, most simple visual. This is the main requirement is the
and those challenges are our multiple configurations and where the challenge lies for combination of interactivity,
challenges to this day. incompatible data sets with the visualisation industry — scalability and material
Many companies realise the speed and accuracy within their meeting the growing demand workflow, which saves time,
importance of visualisation more existing workflow or company- for quick, cheap, easily created money and inevitably enhances
and more, but many are not wide processes, processes from high-quality visuals. the final experience.
aware of what’s possible. A recent 3D printing to PLM and digital Consumers’ expectations have What the leading companies are
report captured that only 37% mock-ups to sales and marketing. changed. They now want top doing now will be mainstream
are familiar with advanced real- All of this encapsulates the of the range visuals in every in years to come, we’re looking
time rendering and a mere 15% challenges we are addressing, aspect of their purchasing and forward to being part of the
currently use a rendering solution and when you include both entertainment experience — evolving visualisation story.
in house, but with an expected the hardware and software this cost must be factored into ■ lightworkdesign.com
10% rise over the next five years. aspects there are a lot of details
That’s a lot of companies realising to the product design workflow 
what role visualisation will play that need to be nailed down, Moving forward, the challenge shifts from
for them in the future. everything needs to work
So, first and foremost we have together and, most importantly, enhancing the consumer experience to
the great opportunity to introduce be that indispensable part of the making sure companies have access to high-
what is possible and how simple user’s workflow that makes the quality visualisation at any point within
it can be to create photographic experience more enjoyable and
quality visuals of their products. provides the results they need.
their workflow
For those who currently create ■ luxion.com 
V26 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION
SPONSORED BY: SPECIAL REPORT: VISUALISATION

We asked four industry thought leaders what are the biggest challenges
facing the visualisation industry and what is getting them excited for the future?

COREY RUBADUE YAZAN MALKOSH


DIRECTOR & PRODUCT HEAD OF DESIGN
MANAGER, CHAOS GROUP THE FOUNDRY
cloud solutions like Google and part of the process streamlined
Amazon. and automated, which I hope will
Shooting the short film happen soon. Certainly some
CONSTRUCT has been a of the steps have started taking
successful testing ground for place but we are not there yet.
massively parallel computing on Another key challenge?
hundreds of thousands of cores Personalisation of visualisation.
simultaneously — basically We can personalise design for
using the cloud as a super you, why not visualisation?
computer. Designers will be Why can’t I see the garment on
able to see and test iterations in my body? Or the watch on my
real time. hand?
One thing we think will be I believe companies want to

F A
or us, this is a very very important for design on s product creation take this next step, creating
exciting time. Access many levels is reality capture. accelerates in our world, an emotional, 1:1 visual link
to technology has Consistent, reliable, and so does the need to have between the consumer and the
grown considerably by way of accurate results are a challenge, instant visualisations supporting product. This isn’t without its
advancements in hardware, and can be vital for effectively those products, both pre and challenges.
refinement of the cloud, and the communicating a design. post design. Traditionally, early As an industry, we need to
continued momentum of virtual Chaos Group is introducing visualisation was done by hand. solve the previous data issue
reality (VR). something related to this in the Now that we have everything first and then move to providing
We’re actively engaged in near future that addresses this living in the digital realm, you’d technology that utilises that
pushing the limits of hardware issue specifically. think it’s an easy button labelled personal data in a meaningful
and the cloud and I believe Virtual reality has opened up a “visualise.” It’s not. and secure way.
these developments will benefit lot of possibilities and is a huge We still face multiple obstacles, Things like personal avatars,
visualisation and design, opportunity. including data reuse across any 3D scans and live projection will
especially when it comes to Last year we partnered with
ideation and feedback. Already Nurulize for their work in VR 
today’s visualisation and technology, and today we’re
results are converging with looking into virtual prototypes
Now that we have everything living in the
the manufactured product and that will allow a designer to digital realm, you’d think it’s an easy button
built work. interact in a more meaningful labelled “visualise.” It’s not.
With this democratisation and visceral way.
of technology there will be Realism has become a given in 
greater need to define accessible rendering, and ease-of-use will design process, localisation, become increasingly critical to
workflows that culminate in democratise the process even personalisation challenges, the product sale experience. To
dependable and physically further. variation control and finally, achieve this, the industry must
accurate results. I think this will To put rendering in the hands ease of use for the actual process build technologies supporting
enable better communication of of more people, you have to cut of visualising your data in these elements.
design and an opportunity for out the areas that are difficult meaningful ways. Visualisation will only grow
more points of view within the for users and enable them One of these challenges? in importance. As our world
industry. to plug in anywhere they’re Taking data created during the gets consumed with tons more
For a while we’ve researched designing. design process and outputting products and drowned in the
how best we can utilise the This is why we’ve remained visualisation content. And I don’t visual media behind it, the
cloud, something more than invested in CPU and GPU in the mean just rendering. consumer will look to see things
uploading assets and waiting for cloud, in addition to virtual and I mean the ability to output that speak to them in a more
results. augmented reality. to realtime 3D engines or attractive and interactive manner.
The V-Ray Cloud platform I think we’ll see a major interactive environments. This will require new methods
is a fully-customisable OEM explosion on the demands of Unfortunately, as most data of data presentation, which
solution that can utilise GPU rendering as it becomes more comes from CAD, it’s still pretty means visual creation tools need
or CPU calculations, and is readily available and transparent heavy and requires a ton of work to evolve to handle these new age
flexible for in-house private to the design process.” before it’s ready for primetime. requirements.
networks and larger public ■ chaosgroup.com Therefore, we need to have this ■ thefoundry.com

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V27


SPECIAL REPORT: VISUALISATION SPONSORED BY:

THE FUTURE OF
DESIGN VIZ
Developments that have already started will not only make our workflows more
efficient but the visualisation experience much more engaging, writes Al Dean

I
t has been an interesting few
A glimpse of the future?
years for visualisation in the Microsoft HoloLens in
design and engineering market. product development
As someone that has been
working in the field for 20 years
(I remember the days of 3D
Studio running on DOS) I find it
truly amazing to see how far we’ve come.
Back in the day, the whole process was
fraught with inefficiencies, highly manual
processes to define even the most simple
and basic of materials. And lighting
scenes. Don’t get me started on that
particular subject. I thank the Gods for
HDR image-based lighting and the time it
has saved us.
Today, physically-based renderers,
that progressively stream render data to
our screens, rule supreme in product
development. The are easy to use, making
them accessible to non-experts, and are
continually taking advantage of new
technological advancements. truly compelling solution when deadlines real time in the true sense of the word.
Material definition in these systems, are looming or you want a truly interactive Viewing these scenes on a 4K or 5K screen
whether fine-tuning presets, creating them design review session. Moving between is impressive, and while resolutions will
from scratch or using measured materials, local and cloud processing, as and when continue to rise in the coming years the
is advancing at an incredible rate. workflows dictate, will be seamless. most exciting developments are happening
Computational power in even the most While real time ray tracing on the desktop in virtual reality and augmented reality.
average of computing devices is now way is still some way away an increasing number The new consumer headsets coming
beyond what we had a decade on stream are high quality, head
ago. What used to take hours, tracking devices that give you a
even days, can now be done  much more immersive experience
in a matter of minutes. The ability to combine real world data and that a simple two dimensional
Throw enough processing overlay a photorealistic CGI of a virtual display. The ability to combine
power at a problem, as we
saw with Nvidia’s Honda
component, can benefit us in ways we can’t real world data and overlay a
photorealistic CGI of a virtual
demo at GTC 2014 (tinyurl. even imagine component, can benefit us in ways
com/NV-honda), and real
time ray tracing has already
 we can’t even imagine.
And it will only get better. And
become a reality. cheaper. And (most importantly)
Of course, investing in a cool $1m of of rendering software developers are also easier to use. With many of these
rendering hardware is completely out of the taking advantage of the latest advances in technologies aimed at the consumer,
question for most design and engineering OpenGL and high performance graphics immersive visualisation will be within
firms, which is why the cloud is set to play cards to deliver fully interactive visualisation reach of any design or engineering firm.
an increasingly important role. It will in the viewport. It may lack the physical There will be no huge need for costly
allow anyone to have access to real time perfection of a ray traced image, but the consulting. Plug it in and it’ll work. And
ray tracing on demand, which makes for a quality is superb, and most importantly, it is that is truly exciting.

V28 JUNE 2015 - DEVELOP3D.COM - SPECIAL REPORT: VISUALISATION


SPONSORED BY: SPECIAL REPORT: VISUALISATION

SPECIAL REPORT: VISUALISATION - DEVELOP3D.COM - JUNE 2015 V29


WS60 20J Starting From £1,699
ULTRA THIN WORKSTATION
WHERE TO BUY

Workstation Specialist Scan Computers Overclockers UK


www.workstationspecialist.com www.scan.co.uk www.overclockers.co.uk
0800 180 4801 0871 472 4747 0178 244 4455

Ebuyer Armari Servers Plus


www.ebuyer.com www.armari.co.uk www.serversplus.com
0371 521 3300 01923 22 5550 0333 311 0066

uk.msi.com Twitter.com/MSINotebookUK

Intel® Core™ i7 Processor


Intel Inside®. Extraordinary Performance Outside.
Intel, the Intel Logo, Intel Inside, Intel Core, and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries.

Potrebbero piacerti anche