Terrain and Landscape Shots of Wheely Island
Wheely Island looking Southwest
Wheely Island looking East
Looking West at Sunset
FIGURE 5.16 Screen grabs in OpenSim from Alchemy Sims Grid, showing the nished Wheely Island terrain at sunset.
Texture Development: Ambient Occlusion and Pre-rendered Lighting
Ambient Occlusion shading on a grayscale model of the Alchemy Sims Warehouse
Colored textures applied to warehouse model: baked-in lighting with mid-range render setting
Under different render settings: Low (no advanced shading) to High (real-time shadows)
FIGURE 6.18 Screen grabs from OpenSim, Alchemy Sims Grid. The top panel shows the Alchemy Sims Warehouse
model with just the ambient occlusion lighting on while it was being built in Blender. In the middle panel, the effect
of ambient occlusion and the colored texture maps is displayed. In the bottom panel are three views of the warehouse
showing various render settings available inworld and how they can enrich the image.
Data-driven Artwork and Data Visualization
Virtual interactive databased sculpture by Glyph Graves in Second Life
Created by Ann Cudworth (Annabelle Fanshaw) and Ben Lindquist (Arkowitz Jonson) on Alchemy Sims Grid
Ancient Sun and a Fresh
Kansas Breeze”
Virtual wind driven sculpture
“Tidal Mills”
Tidal data driven
kinetic sculpture environment
“Barometric Bubbles”
Real time temperature data driven
bubble rezzing sculpture
“Forest of Water”
Each interactive “tree” represents
data from a river on Earth
“I thought I Hated Him”
“Danceof the composite indices
from Shanghai and New York
“Memonic”
Temporal Geolocation in the Twitterverse
“Enfolded”
An ever changing sculptural
response to Earth's magnetic field
Layton Destiny Annabelle Fanshaw & Arkowitz Jonson
All of these works were created in Second Life
Arrehn Oberlander
FIGURE 6.22 Screen grabs from Second Life and OpenSim, showing several examples of how external data can be
introduced and utilized to create artworks in the virtual environment.
C
MY
R
GB
Digital Color ModelsHSB
Color = Hue (H)
e Components of Color
Red / Green / BlueCyan / Magenta / Yellow
Primary Colors of
Light and Monitors
(additive)
Primary Colors for
Ink and Printing
(subtractive)
+
+
+
R
e
d
/
Y
Y
e
ll
ow
/
B
l
ue
Traditio
n
n
al Colorwhee
l
Pure Color at
100% Saturation / 100% Brightness
Pure color - 50%
Saturation (S)
Pure color - 50%
Brightness (B)
Tint Tone Shade
Compliments
P
tt
tt
tt
SS
S
PP
P = Primary
S = Secondary
t = tertiary
ROYGBV
Visible Spectrum wavelengths
390-700 nanometers (nm) normal human vision
Sun
FIGURE 7.1 This chart shows the components of color. From the visible light color spectrum on the top, color models
are pulled out to display the RYB (red, yellow, blue) wheel, CMYK (cyan, magenta, yellow, key-black) model and the RGB
(red,green, blue) model. Subtractive color mixing is shown under the CMYK model and additive color mixing is shown
under the RGB model. Also included is the HSB (hue, saturation, and brightness) structure, bottom left.
Color Menu in Firestorm Viewer
Saturation=100 / Luminance=50
Saturation=20 / Luminance= 20
Saturation and Luminance Decreased
FIGURE 7.2 Screen grabs from OpenSim showing the texture tab in the Build menu (top right) and Color Picker
sub-menu (top left) that provides color tools for the designer. In the lower left is a sampling of the saturation/luminance
range on a series of prims.
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