Art of Illusion
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Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.

is that images related to coc generals 2? zero hour ?

by Nils Arenz
18 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

Art of Illusion
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Art of Illusion is a free, open source 3D modelling and rendering studio. Many of its capabilities rival those found in commercial programs. Highlights include subdivision surface based modelling tools, skeleton based animation, and a graphical language for designing procedural textures and materials.
Art-of-Illusion-80.lv

Creating a frog in Art of Illusion © Art of Illusion, 2015

Discussion forums, bug reporting, and much more can be accessed through the SourceForge project page for Art of Illusion. Are you interesting in contributing to Art of Illusion? I would love to have your help! Click here for a list of suggested projects for both programmers and non-programmers.

Main Window

This is the main window for editing scenes. The interface is designed to be clean, easy to learn, and simple to use.

Object Editor

Art-of-Illusion-80.lv

Working with mehes in Art of Illusion © Art of Illusion, 2015

Art of Illusion provides subdivision surface based modelling tools for creating smooth surfaces from control meshes of arbitrary shape and structure. A powerful set of deformation tools allow you to “sculpt” objects in a natural, intuitive way.

Procedural Texture Editor

Art-of-Illusion-80.lv

Texture window in Art of Illusion © Art of Illusion, 2015

One of Art of Illusion’s most exceptional features is its procedural texture editor. By “wiring together” blocks which represent different patterns or mathematical functions, you can construct complex procedures in just minutes. A preview of the resulting texture is always visible, and updated continuously as you work.

Features:

Modeling

Art-of-Illusion-80.lv

Working with Art of Illusion © Art of Illusion, 2015

  • Mesh Editor
  • Object Array Tool
  • Primitives (cube, sphere, plane)
  • Lathe, extrude, boolean modeling
  • Scaling, Translation, and Rotation Tools
  • Scaling, Translation, and Rotation Tools

Animation

Art-of-Illusion-80.lv

Art of Illusion interface © Art of Illusion, 2015

  • Path Animation
  • Keyframe Editor
  • Distortion tracks
  • Animation Preview
  • Poses and Gestures
  • Skeletal animation with weighting, constraints and inverse kinematics

Rendering

Art-of-Illusion-80.lv

A dragon created in Art of Illusion © Art of Illusion, 2015

  • Global illumination rendering, along with caustics and subsurface scattering. Global illumination methods include Monte carlo, photon mapping with final gathering, direct photon mapping, and ambient occlusion
  • Point lights, spotlights (both with editable radii), and directional lights
  • Multiple Light Scattering Options
  • Soft shadows
  • Motion Blur
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5 April, 2015

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5 April, 2015

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