There are a number of ways in
which Project Dogwaffle has added 3D capabilities. Some in PD
Howler, some also in PD Artist. In many examples, we've also
focused on making it fast, by porting some of it to the GPU,
i.e. your graphics card or chip. Here are a few. Some can be
described as somewhat easier, beginning level tools to add a
3D'ish effect. Others are rather advanced in what they can do:
Beginning level 3D
Perhaps you'll find this
tool mentioned in another category, under general review
of Transform filters. The same goes for the Spherize
tool. In both cases, we wanted to list them here for
sure again, since these tools tend to be of interest
when some types of 3D illustrations or animations are
The 3D Perspective tool
is found amongst the Transform filters. It lets you work
from the current image, and turn or swivel it around the
horizontal or vertical axes, adding a strong perspective
look to it. You can also have the image tiled endlessly
so that to keeps repeating into deep space. Plus, you
can apply a shift transform to the original image.
Essentially, it's like a u,v texture address shift.
This filter is also
available in the Timeline editor, so you can keyframe
and thus vary the amount of rotation or shifting over
time. This can be used to create very cool 3D titling
effects, such as intros that disappear into space.
|Here is a
tutorial video that, amongst other things, also shows the
use of animated 3D Perspective with the Timeline editor.
The lighting tool can be
used to shed some light on a texture and make it look
even more interesting, perhaps by giving it a more
embossed, 3D appearance.
More details on its
options coming soon. For now, look for tutorials in our
For example, here is a
video that covers a few newly enhanced 3D features,
including the Lighting tool, as seen in v8: https://youtu.be/SpgDkL400i8
This tool can ve used to
create a starry background. The stars can apear as tiny
dots or larger spots, or they can be rendered with more
sophistication, including the Lens flares module.
It can be static or animated, with motion that makes you
fly past the stars or into the stars.
More details coming soon.
For now, enjoy this example:
With the tunnel filter,
we essentially take the existing image and wrap it on
the inside of a cylinder, and place you to the inside of
that cylindrical tunnel. The tunnel moves in or out, and
it can also turn along the long axis.
It works best when used
with an image that is square shaped, and particularly
for 512x512 pixels.
More detai ls coming
This will wrap the
current image onto a sphere and add some lighting and
other effects to help in making it look like a planet,
globe or otherwise textured sphere.
There is a Spherize tool
in the Transform category of Filters. There is a
Spherize tool in the Timeline editor too, so if the
terrain is animated, the texture on the Sphere may
appear in motion too. This can be used for example to
make it look like a spnning sphere, or to show animated
weather systems like storms with huricanes and lightning
on a wild planet.
More details coming soon.
Before 3D Designer, there
was Wireframe designer. As of v9.6, it is still visible
in the Timeline editor. You might have fun with it in
creating some retro-graphics look, such as a wireframe
gizmo you could imagine seeing in an arcade video game
from the 70's.
More details coming soon.
Puppy Ray is a ray
tracing filter. It comes in two versions: one runs on
the CPU like the rest of the software. Another, faster
version runs on the GPU. You won't be able to use that
version on WIndows XP, and it probably also will have
difficulty on Windows Vista. If you're on Windows XP,
even running the CPU-based version needs a special dll.
Get it from the downlaods area. For the GPU version to
run well, you need a good graphics card or graphics
chip, and drivers that use it ell. It is likely that you
can find these for Windows 7, 8 or above.
The GPU version and the CPU version have essentially the same or almost same functionality, but the CPU version will run it usually fast enough that you can use it in real time, interactively rendering the full frames, not just the small preview.
What can you use Puppy ray for?
It is basically using
your current image as an elevation map, and renders a
landscape from it that is tiled endlessly, or at least
far enough that it disppears in the distant fog. You can
adjust the fog distance, but essentially, you're looking
at endless terrain.
Of course, to make it
look good, you'll want that elevation map, i.e. your
current image, to be seamless.
Puppy Ray from Howler 9.0 - First there was the CPU version
The first release of Howler that
included Puppy Ray was version 9.0. That version only
came with the GPU-based implementation. It may have
evolved some more since then, so here is what it looks
like when you launch the GPU version in v9.6:
Your nitial interface may look a bit like this, for the GPU version:
Here are a few examples.
Rendering with Global illumination enabled: using 'High' rendering qualuty, but not Final rendering. Note that there is final rendering level and one that's even beyond. In the GPU version it is 'final final'. In the CPU version, it is called 'hours would seem like days'.
When you re-enter the Puppy ray module, it remembers the most recently used parameters. So you can try alternate settings. But of course, it works from whatever the current image is, so be sure to have the original image stored and restore it before re-entering Puppy Ray.
Here is one with no light source (Intensity = 0) but just a little more Global Illumination. The image used for the G.I. is that of a sunset scene, so there is a lot of red tonality showing in the terrain too. the terrain scale is enhanced too, and the fog is closer, so you don't see too far.
Notice in this case that we have already created an image in the current main Image buffer, and it is seamless. It is a simple plasma noise from the filter: Render > Plasma noise
In the example below, the Prefilter level is at zero. We also disabled Interpolation, which is accessible in the addition controls when clicking 'More...'.
This results in a sharp, crisp blocky appearance.
Puppy Ray on GPU - much faster!
will be coming soon For now, enjoy some examples: https://youtu.be/cEXTwkhgY7M
This tool has evolved
over the years. An early version was called the
Wireframe designer, but it was replaced with the 3D
Designer when more realistic features were added.
Wireframe Designer still exists in the Timeline editor.
The 3D Designer is visible both in Filters and Timeline,
under the Transform category.
Since version 9.5, 3D
Designer includes support for raytraced shadows from
lightsource 1, as well as erosion and sediments on the
terrain. Like Puppy Ray, 3D Designer works from the
current main image to interpret it as an elevation map.
It also can use coloration coming from the Swap image.
The 3D Designer is particularly intended for creating nice landscapes with mountains containing a mix of rocks and snow. To discover the many features added in PD Howler 9.5, start here:
To get started, make sure
there's already a current image loaded. 3D Designer will
work from that image to turn it into some form of 3D. If
that image is an elevation map, you'll see some great
If it is a text string or
logo, you'll see some 3D rendition of it.
Remember: dark is low
elevation, bright is high elevation.
has gone through a lot of growth and new features sin v8
and v9. In version 8, it started to use the GPU. You can
use it to quickly make some fancy 3D logos, or fly through
landscapes with valleys, hills, canyons and tall mountain
peaks. Some parts are still rendered on CPU, such as the
clouds that were added in 9.5. Over time, you might see
further changes to make it more responsive and
interactively intuitive to use, but we feel that this is
already a pretty powerful module of Dogwaffle. PD Artist
9.6 has it too, but without the clouds, since that's part
of the animated Particle Modeler. In PD Howler 9.5 and
beyond, you can also find 3D Designer in the TImeline,
this keyframing some of the parameters uch as viewing
postion and angles. You can use this to briskly fly
through a canyon or over a landscape.
Here are just a few examples worth exploring to learn more:
A Trailer, developed for our launch on Steam. A lot of focus in this video is on tools that may appeal to game developers:
A tutorial series: The River Canyon. This contains dozens of tutorials on the many aspects of using 3D Designer to make a river canyon, and related content.
The Particle modeler lets
you create clouds that appear to be volumetric, and they
have some rather sophisticated animation features too.
More details coming soon. For now, enjoy this video.
Intro to cloud modeling and animation - part1 - https://youtu.be/Va2_Ly7ptiE