Rendered in Puppy Ray:
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What is Puppy Ray?
Puppy Ray is a ray tracing
filter included with Project Dogwaffle 9. In
version 9.0, it was first introduced for Howler,
and later for the Artist edition. In Howler 9.1,
a new version came about wich is implemented to
run on the GPU, much faster in many cases.
Examples
One of the primary goals
with Puppy Ray is to help you create fantasy
landscapes, such as mountain scenes and
canyonlands. Puppy ray can also be used for
fancy 3D text, titles and animated videos.
Here's an example of a
rendering done with Puppy Ray: (click image to
view full size)
Many examples can be seen in
the newsletters posted prior to the release of
9.0:
and a few more up to the
release of 9.1 with the GPU based version:
Be sure to keep looking for more in our upcoming
posts of the newsletter
Image Galleries &
Slideshows
A Javascript based
slideshow from v9.0 can be seen here
We also have a few images in
Dropbox, and those can also be seen in slideshow
mode.
Videos & Tutorials
Most of our new tutorials are
posted in video form in the pdhowler channel on
YouTube. Look here to find many examples of Puppy
Ray usage.
How does it work?
In short: from an
elevation map. What is an elevation map, you ask?
Basically, an image. Typically, a grey-scale
image, ranging from black to white with 256 shades
of gray. It can also be a color image, and the
software interprets it as a greyscale. So, the
brighter a pixel, the "higher up" it will be. If
it is plain white, it's way up there. If it is
black, it's the lowest possible.
An elevation map can havesoft transitions from a
low region to a higher region, thus showing slopes
and hills that gradually come from load valleys to
high peaks. Or, it can be a sudden transition from
dark to white within a single pixel, thus
revealing a sharp drop, or an abyss.
That's just the beginning. You also will want to
control the colors that are apearing over your
terrain. You can use the main buffer as the
elevation map, so where do you put the color map?
Simple: in the swap buffer. If the swap buffer is
left alone, it is white. If you place any color
image in the swap buffer, you'll see that image
instead, mapped over the terrain which is coming
from the main buffer's elevation map.
The terrain is thus defined by an image in the
main buffer for its elevation, and another image
in the Swap buffer for the coloring. This defines
a tile of terrain, which Puppy Ray can tile and
repeat endlessly.
It is useful if the terrain images, both the
elevation map in Main buffer and the colorap in
Swap buffer, are created to be seamless. Or you
can turn them into seamless images in Dogwaffle.
Then you will barely notice the seams of the 3D
terrain tiles wich Puppy Ray is rendering adjacent
to each other.
The terrain is being tiled until it disappears in
the fog. You can control the distance of that fog,
i.e. you essentially control how far the tiling
needs to go along with that fog. There's no point
in tiling forever, once the fog is fully opaque,
you can't see the terrain anymore.
There is a light source too, and you can position
it anywhere over the terrain, as well as change
its intensity and color.
There's also global illumination. That's
essentially saying that the light that shines onto
the terrain is not just coming from a single point
light source, but rather from the entire
surrounding Sky. The skylight needs to be defined
as an image too, and Puppy Ray includes a few
presets for blue sky with cloud, sunset red, and
night sky with stars and Moon. Most importantly,
you can define your own Sky. Where does that sky
image come from? The brush, i.e. the custom brush.
If you load an image into the custom brush, Puppy
Ray will use that as an additional option in
selecting the sky.
The image from the skydone has a big influence
over the appearance of your scene: the coloring
from the sky drastically affects the resulting
colors in your scene. For example, try the
blue'ish vs. the red'ish skies included wth Puppy
Ray.
You can postion the camera in that scene. You can
tilt and turn the camera too. You can position the
light. And change the scale of the terrain too.
The amount of elevation can also be chanced, and
the camera's angle (from very strong tele to very
wide angle).
There are many more options to explore.
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Main Features
Puppy Ray!
Slideshow
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