#3d

francoisvillon@societas.online

3d rendering Wohnaccessoires / Interior Accessories

Öllampe / Oil Lamp

Halter aus gelbverzinktem 6 mm Stahlrohr (Pneumatik-Leitung) für Glaskolben als Öllampe, wie ich sie 1990ern gefertigt habe, etwa 20 cm hoch.

Holder made of yellow galvanised 6 mm steel tube (pneumatic pipeline) for a glass bulb as an oil lamp, as I made it in 1990s, about 20 cm high.

Original:
Öllampe

Animation:
Öllampe

#blender #b3d #AmbossMetalldesign #wohnaccessoires #stahl #3d #rendering #mywork #digital #3drendering #homeaccessory #steel #art #Kunsthandwerk #digital #3drendering #crafts #steel

francoisvillon@societas.online

Metalldesign

3d Renderings einiger Objekte die ich zwischen 1988 und 2008 in meiner Werkstatt gefertigt habe /
3d renderings of some objects I made in my workshop between 1988 and 2008:
An der Wand hängt links ein rechteckiges Bild mit geflextem und geflämmten Blech in einem Rahmen aus Vierkantrohr, rechts daneben hängt eine Uhr mit gleichem Rahmen, aber in Form eines gleichseitigen Dreiecks. Auf dem Boden davor rechts, ein Postament aus geflextem Vierkantrohr mit einer eingelegten schwarzen Keramikfliese, darauf steht eine verwundene Konstruktion aus gelbverzinktem Stahlrohr, in dem ein blauer kegelförmiger Glaskolben als Öllampe eingehängt ist. Links daneben ein Beistelltisch auf Rollen mit zwei Ebenen aus schwarz pulverlack-beschichtetem Vierkantstahl und Blech, die Ebenen haben die Form von Drachenvierecken (Deltoid) und sind gegeneinander um 180° verdreht. Auf den Ebenen steht jeweils eine Schale aus Edelstahlblech mit gewelltem Rand.

On the wall to the left hangs a rectangular picture made of sanded and flamed sheet metal in a frame of square tubing, to the right hangs a clock with the same frame, but in the shape of an equilateral triangle. On the floor in front of it on the right, a pedestal made of sanded square tubing with an inlaid black ceramic tile, on which stands a twisted construction made of yellow galvanised steel tubing, in which a blue conical glass bulb is suspended as an oil lamp. To the left is a side table on castors with two levels made of black powder-coated square steel and sheet metal, the levels are in the shape of a kite (deltoid) and are rotated 180° in relation to each other. A bowl made of stainless steel sheet with a wavy edge stands on each level.

#blender #b3d #stahl #AmbossMetalldesign #3d #rendering #mywork #steel #art #Kunsthandwerk
#digital #3drendering #metal #crafts

rhysy@diaspora.glasswings.com

I've tried this and if anything I'm even more impressed than the author here. The scenes look at first glance like your standard 360 stereo photos, the ones that only give you three degrees of freedom, but they're not. You can get up close to some of the plants and while it's clear that they use the traditional billboarding technique (a plane mesh with an image texture, and which appears identical on both sides), it's also obvious that the amount of mesh geometry is insane. There are plenty of little details with leaves sticking out that could have simply been omitted without loss of scene quality but they're there anyway. The forest looks like an actual, dense forest, not an idealised test case. Even the most distant trees and branches move with correct parallax. It really looks like millions of individual leaves are being rendered, and, after an initially janky couple of minutes for the first load, it's ultra-smooth. Starting it a second time took seconds and without any initial jankiness.

Okay, maybe not every leaf is an individual object, but damn, it's close. This is more detail than I'd expect my PC to be able to handle and it's running on a standalone headset. And they say this can be done by converting any 3D scene fully automatically !

It's true that when you move outside the box the textures look distorted. I assume that each scene has been texture mapped from the centre of the box, so the further you move away, the more the distortion becomes apparent. But this affects only your most immediate, local environment, not the sense of the overall scene. I didn't notice any loss of detail on that front as I moved outside the boxes at all, although granted my VR space is limited. As for free movement not being intended, that is surely a triviality; if the user walks to a different vantage point, the rendering could presumably be updated automatically to use the new location.

Their website says 45 million + polys, no limits on textures or materials. I don't see anything about dynamic lighting, which would be problematic for games but a relatively minor issue for a host of other uses.

#VR
#3D
#ShutUpAndTakeMyMoney

https://mixed-news.com/en/oniri-forest-hands-on/

anonymiss@despora.de

#Anycubic users say their #3D printers were hacked to warn of a #security flaw

source: https://techcrunch.com/2024/02/28/anycubic-users-3d-printers-hacked-warning/?guccounter=1

Ouyang said in an email to TechCrunch: “We are investigating very carefully. There will be an official announcement very soon,” but did not comment further.

“Disconnect your printer from the internet until anycubic patches this issue,” the text file reads.

#news #3dprinter #hack #hacker #warning #software #problem #technology #vulnerability