вторник, 18 ноября 2014 г.

Apartments - Russia, Irkutsk, Topkinskiy district

These are planned to be built somewhere here:
https://www.google.com/maps/@52.3247844,104.3128396,770m/data=!3m1!1e3


вторник, 11 ноября 2014 г.

суббота, 8 ноября 2014 г.

четверг, 6 ноября 2014 г.

Android, Ligntning Launcher

My homescreen with Lightning Launcher. Unfortunately, developer removed free version, so I still use what was installed long ago. Changed the style many times, went through switching between multiple screens, vertical scrolling, Windows Phone tiles and other ideas. Now there is only one screen, no scrolling, and a mix of rectangular apps and widgets.

Positions and sizes of all elements can be set to be different on portrait and landscape mode.



List of apps, widgets and links:
WPS Office's file (link)
OSMTracker
Clock (stock widget)
Bright Weather (widget, opens Google News & Weather)
2GIS
Yandex.Traffic (widget)
OsmAnd
Google Maps
Rocket Player (widget)
SoundCloud
Feedly
Google+
Facebook
Blogger
Youtube
Adobe Reader
DW Contacts
Dialer (stock app)
Hangouts
Skype
VK (russian social network)
GMail
Settings
Google Play
Dr. Tariff (widget)
Firefox
Calculator++
Google Translate
Google Camera
Syncthing
Dropbox
Google Chrome
ES File Manager
Jota+ Text Editor
All other apps (link)

It required quite much time to configure and tweak position of elements, sometimes pixel by pixel, but it was worth it.

ArchoSverchok update

I forgot to mention previous time that beams are already implemented. Now I added generated floors, boolean objects for doors and vitreous windows. Vitreous windows also have glass filling and vertical casement.



You can modify the shape of initial simple objects and parameters regulating how resulting complex objects will be generated.





I will soon add more complicated doors and usual small windows and, if I find the way to do it, horizontal casement for them.

Here is the file with all the stuff related to this project:

https://drive.google.com/file/d/0B3S8JZs3SIP4SkxwRlNIQlp5MHM/view?usp=sharing

ArchoSverchok - parametric architectural modelling

I'm working on automation of architectural modelling with Blender and Sverchok. Currently basic columns, walls and holes for windows can be made from user created lines and parameters, so less work will be required to achieve the same result and to apply multiple changes quicker.



Note that columns are bent with appropriate angles if necessary, walls can have offset, most sizes can be modified.



See the example screenshots and blend file:
https://drive.google.com/file/d/0B3S8JZs3SIP4RGFIeHlWMXZ2dzA/view?usp=sharing



More updates will follow soon, for example, with complicated window casement modelling with ArchoSverchok, as that's how this project is called.

Duplex - second house I modelled at work

Done by myself at work in July, 2013.




понедельник, 3 ноября 2014 г.

Cottage - One of my oldest Blender models and renders

Cottage

One of my first projects at work and my first serious Blender model.


WIP animation. I moved to cycles in the process, so third picture looks really creepy.

воскресенье, 19 октября 2014 г.

ArchoBenchmark - Blender Cycles render time tests

ArchoBenchmark

Overview

Blender - 3D software
Cycles - unbiased rendering engine for Blender

Files

Results

Test1.blend

Test2.blend

Inspiration

Mike Pan's benchmark

Andrew Price's article

CPU

Intel Core 2 Duo T6400
Intel Core 2 Duo E6550
Intel i5-3317U
Intel i7-2400K
Intel i7-3770
Intel i7-4700HQ
AMT 1090T

GPU

NVidia 550Ti
NVidia 680MX
NVidia 850M

Charts

Test 1 scene
Floors, columns and roof - diffuse BSDF
Glass - mix of diffuse, glossy and transparent BSDF shaders
Lamps - emission BSDF, meshes 12 polygons each


Numbers on top - samples. 8x8, 16x16, 32x32,64x64, 128x128, 256x256, 512x512, 1920x1080. Times on top of chart's elements mean minutes:seconds and sometimes hours:minutes:seconds.
Smaller sample sizes lire 8, 16 amd 32 are totally unacceptable for GPUs. Each tile will be rendered very fast, but switching to another tile requires some time too, and these results in terrible render times. Note: robust GPUs suffer even more from such thing.
Overall, GPUs are more effective with big 256 and sometimes 512 tile sizes, while CPUs prefer smaller 16 and 32. But some CPUs show better results with 64 and 128.

Test 2 scene
Made by Mike Pan


Results for 1920x1080 are copied from tests without progressive refine, as render will go the same way - each sample will render the entire image. 1920 sample appears to be useless for CPU. It will be unable to use all of its cores as one sample can be rendered by only one core, therefore render time increases significantly.


For now, Linux and Mac OS X have better render times in comparison to Windows 7 or 8, while tested on the same computer, same file, same render settings and same Blender version.

Progressive refine is obviously slower, because processor needs to switch tiles more, but is useful when the user needs to see the whole image or when it can be necessary to stop render at any time and get a complete picture.

While second test scene is more complex than first, render times increase respectfully for each processor, but dynamics shows that GPUs become more powerful on complex scenes.


Bonus:
Colour and height of chart's element depends on time divided into number samples. More samples means more time, but the dynamics is non-linear, and rendering more samples is more effective. Thus, for example, rendering with 10% more samples will increase render time less than 10%, and on low number of samples this difference can be crucial

Make your contribution

Download files from links in the beginning of this article, send me the results to snowfall.irk@gmail.com, and see your data added to this article and to these charts.