here is another update from the "Dogwaffler of the
Moment", our sporadic newsletter about digital
painting and animation as well as visual effects and exploring 3D creativity with
Project Dogwaffle. If you want to catch up on recent or prior issues of our newsletters and announcements, start here:
Yes, you saw right: Puppy Ray now renders a water plane, adding lakes or
oceans. Wave can be seen reflecting the sky and mountains, and even the
visible Sun, which is new too. The water can be transparent/refractive
too. So you can see the murky landscape under the water. There are
additional bump maps available too, which adds a lot of extra realism to
the hills and mountains.
Welcome to PD Howler 11 - this is Axehead
We are happy to announce that we have released Project Dogwaffle version 11, Howler edtion. We call it "Axehead".
What's in a name? Why Axehead?
Axehead is in the adage of sharpening your axe, an essential tool to help speed up your work, and make your workflow more efficient. And more enjoyable too. Who wants to chop wood with a dull tool? It's cold out there. Let's get that wood chopped, let's light it up in the chimney. Let's be done already.
If you remember back in the days of v9.5, we introduced a great set of tools in 3D Designer, to create erosion and sediment-filled
valleys in landscapes, starting from an elevation map. You can still
use this, and keep the resulting heightmap and texture map to use
elsewhere. For example: in Puppy Ray, still inside of PD Howler.
So, what is Puppy Ray. Is it a ray tracer?
There is a CPU version, and a GPU version. We are focusing on using the
GPU, so that's where most of the improvements are found now. Get it done
fast! That's Axehead.
What is Puppy Ray GPU?
Puppy ray could be considered a path tracer, but we prefer to call it a
global illumination raystepper. It has most of the qualities of a
path tracer, except we also use dot-product lights. When doing
water, it acts more like a path tracer.
The waves on the water plane are done by modifying
the surface
normal. It's a flat plane, a perfect mirror if you don't disturb
it. By adding waves, it comes to life. Ripples of noise add more
scattering of the reflection. All in all, it's not technically a normal
map. Really 'just' a bump map
in the traditional sense.
The GPU version should utilize all available shader cores on your GPU.
If you have an Nvidia GTX 1060, 1060, 1070 or even a 1080 or similar,
first of all: bless your heart, we're very
jealous! Hundreds, or even thousands of cores, working in the spirit of
Axehead - getting the job done faster! It also works with AMD/ATI GPU of
course, and others. As long as the capabilities identified are
sufficient for our use. Basically DirectX 11 needs to run well. PD
Howler checks if the GPU has what it needs. You can see it enabled or
disabled accordingly in View > Settings > Threading and GPU
The thing with GPUs is that they work best when all of the cores are
doing the same thing. This is difficult with path tracing, because
the threads diverge quickly, so some may finish up before others.
Some renderers, such as Disney's Hyperion renderer (https://www.disneyanimation.com/technology/innovations/hyperion)
solve the problem by sorting threads into more similar workloads. We
solve the problem by splitting the image into tiles (probably what
bucket rendering does)
Ok, enough techno jambo mambo. What's new in Howler 11?
Here is a just brief summary of some essentials. There is more coming, more insights, tutorials and examples. It's a lifelong work in progress.
- New gradient tools
- Numeric entry throughout the program
- Improved image scaling sampling
- Improved crop tool
- Callouts and vector objects
- New greatly enhanced features in Puppy Ray for GPU
Rewritten for higher quality rendering
Visible Sun
Water plane with reflections and waves
Improved sampling for better quality far and near
Improved global illumination
Bounce light, like indirect lighting, bright walls contribute additional lighting to dark shady areas.
Hardware textures.
Bump maps for more realistic surface textures
Refraction on water plane
- Media browser
Save particle media directly from the media browser
Delete directly from the media browser
- Color Pickers
A new floating & resizeable color picker, as seen in PD Particle 9
Pickers remember settings between instances
- Improved curve and rotoscope tools
Transformation handles
Free transform on currently selected control points.
Shift-select points
Onscreen keyframes
- New Filters, awesome effects
Julia set rendering
Water drops
Shape bombing
Bilateral filter
Make a normal map
Fracture
Worley noise
Water caustics
Water ripples
- Timeline
Larger preview
Refinements
Water drop filter
- GUI
Improved responsiveness
Font panel arrow key and mouse wheel navigation
- Settings
GUI color pen settings
System look option
- All new "Ground up" object oriented API
It took a while to develop this new basis. Now we can produce better
dogwaffles faster. And we are sharing some of what we've learned. f you
are a game developer or programmer alike, you might find these video
tutorials on the new API of interest.
You
will also find it directly at the author's website, have a look to see
if there are additional promotions there, for PD Howler, or also PD
Music, royalty-fre music for your multimedia projects and games: www.squirreldome.com
If you are interested in running PD Howler 11 on Steam, hang on a little longer, we're working on it.
If you want it from another site, such as
Daz3d, YURdigital or Renderosity, or others, please let us know which
site, so we can prioritize our efforts.
We have a sale through the month of March: 15% off the regular price.
As you may
recall, we recently reduced the base price for PD Howler. It is now only
$49. We are chopping off an extra 15% just for this launch of version 11.
This promotion is good through Friday March 31st. No coupon is needed, the discount is automatic.
However, if you already have version 10, 9.6 or any earlier version and wish to upgrade, you qualify for an even bigger discount. Upgrade from v10 at 50% off the regular price! Contact
Philip at http://www.thebest3d.com/dogwaffle/about if you want to request your discount coupon. Let him know which
version you have, and where you bought it. If you can show a receipt,
order confirmation number or screenshot of it running that shows the
menu Help > About Howler or similar, that will help speed it
up. Ideally we can find you in our records from purchases on the
bmtmicro store, but we'll do our best to treat you with the same
discount no matter where you got yours.
If you ordered your
prior version on Steam we can offer you the upgrade for use outside of
Steam. We can't offer Steam keys at this time, sorry.
Tutorials, Videos and Resources
Here are some extra resources you might find interesting to use with PD Howler:
Here's a slideshow of renderings that have various bump maps on the terrains. It adds great realism. Sometimes it can also be used for surreal effects.
If you started with PD Particles 9 before
upgrading to PD Artist or PD Howler, you'll probably recognize this
color picker. It remembers your locked colors so you can keep working
with them, more efficiently, when you get back to it the next day. This
too is Axehead!
Animated Worley noise rendered in Puppy Ray - stormy seas
Worley noise is a fascinating universe in itself.
Here we used it in animated form to generate an animated elevation map
that appears like stormy ocean's water. We added
some coloring in a parallel animated swap sequence. Rendered in Puppy
Ray, with the visible Sun. Then there's a final lensflare
A great new tool to create your own gradients. There were already so
many ways, but here's another one that might appeal to you especially if
you like to see onscreen what's the gradient you're building. Just a
few colors, clicks, and.... voilá!
Dave Devoe has been waffling for a long time. You may recall his beautiful paintings of Alaskan landscapes and wildlife.
Some of it was purely painted, other parts may be rendered in Bryce, and then had added post work, such as painted pine trees, and grass, using Dogwaffle's particle brushes. He also created and shared a preset for particle settings that he uses to draw nearby pine trees.
Now Dave is also creating 3D models of airplanes, using the free open-source program "Art of Illusion", and combining them into 3D scenes in Bryce. PD Artist is used a lot there for painting the texture maps of aircraft and terrains and other objects.He's also been carving our elevation maps for the terrains, using 3D Designer. Now
he is moving on to PD Howler, discovering new techniques to texturize
the terrains with Ricks, Grass and Snow areas, following elevation and
slope, and rendering it in 3D Designer as well as in the new Puppy Ray 11.
One thing that he also is exploring is a great program from Pixarra, which makes Tree Studio, amongst other tools. You will soon see more examples with different types of trees, some painted with Howler's particles and foliage brushes, others rendered in Pixarra Tree Studio and composited into PNG files that are then turned into custom brushes for Dogwaffle,
even animated brushes containing a bunch of trees of different sizes
and colors to quickly paint an entire forest. Stay tuned for more very
eciting tutorials on this.
The Last Draw: How to plant a Pixarra Tree into Howler's Puppy Ray Scene
We mentioned Tree Studio above. It offers a different approach to making trees, different from Howler's technique with Foliage brushes. There are some similarities and things in common, but there are differences in either tool. So if your budget allows it, you might be interested in Tree Studio as a companion to PD Howler or PD Artist, or of course to many other 2D and 3D tools.
Tree studio is best used by rendering the tree into a PNG image with transparent background. Then you can map this image onto a rectangular polygon that you place into a 3D scene, such as with Blender, Bryce, Carrara and others. We like to call this a billboard polygon, as it carries the image like a posted on a billboard. And of course, you can also load that PNG directly into Dogwaffle's custom brush, even with PD Particles. Then you can paint that tree anywhere you want: single
clicks to stamp it once or a few times in various distinct places, or
freely painting it all over the scene. It can automatically change size and hue, brightness, dryout, and other parameters of a sophisticated brush, whether based on speed, or randomized, tablet pressure, or even controlled by a Z-depth image gradient in the Swap buffer which automagically changes the scale based on 'distance' in a perspective scene.
Here is a look at the interface of Tree Studio: This one is after we've created our tree, and flattened it. The ground floor layer has the entire image ow. It can be saved as PNG with transparency and used in other places.
Below is one of our own first experiments, where the tree
was created in Tree Studio, then saved as PNG image and loaded into
Howler. There we rendered a scene in Puppy Ray, and then stamped the
custom brush in a few places at varying size, saturation or hue.
Trees in Tree Studio can carry a texture on the tree bark. And Dogwaffle loves bark. Woof Woof!
If you are curious about Pixarras' Tree Studio, check here for more:
The good news: You can also use the above
link to take other steps: such as to add yourself as a new recipient of our sporadic newsletter, or
to change your email address on our records by
adding yourself with a new email address and then requesting to
remove the old email address. Or, contact us, Phil
and Dan, here with clear instructions about which one of your multiple
emails to add or remove, or with any other questions: http://www.thebest3d.com/dogwaffle/about - Please do not send attachments unless invited to do so and beware of the format and file sizes.
All content presented herein is
owned by their respective owners. No reproduction is
permitted without written consent from the copyright
holder. Trademarks
and registered
trademarks are used for identification purposes only. No
affiliation, endorsement or commercial favors are implied or intended.