As part of a feedback loop system within the digital design realm, modeling the roof light well shafts became an important driver for generating gradations of light and spatial transition.
The physical prototypes created earlier reveal an interesting instance where pixelation of light is mapped on to the interior surfaces. That instance had to be controlled by parameters such as the force vector angle of rotation, pixelation by curvature and the resultant light spot and pixelation created.
The digital generations were rendered with similar lighting conditions. A variation in the cast light effect and location was noticed when the shafts were tilted at angles, and pixelated according to high or low curvature values.
The physical prototypes created earlier reveal an interesting instance where pixelation of light is mapped on to the interior surfaces. That instance had to be controlled by parameters such as the force vector angle of rotation, pixelation by curvature and the resultant light spot and pixelation created.
The digital generations were rendered with similar lighting conditions. A variation in the cast light effect and location was noticed when the shafts were tilted at angles, and pixelated according to high or low curvature values.
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