Environment (inc. Prop library items)

Main Information

This page will be updated every time I make changes to the environment models (This includes prop library), that way i can keep you all up to date with the progress.

*Note: All files in prop library will be linked into the final Env_subway_0.1.Blend file, This means that you HAVE to update the original source file, blender doesn't allow editing of linked library data. This of course means you only need to edit the source .Blend file and upon reloading the linked data file, all models/ images/ materials will be automatically updated. (Linked data works with Aqsis and MOSAIC). I'll be working with the prop_library files off line.

To do list

Environment modeling :

  • The cylindrical tunnel that the train will be coming out of into the MAIN set

T -tunnel_exit


*All models will have high and low poly versions
*name_low = low poly model (No Sub-D surface)

S -Concrete_column c
S -concrete_column_low c
S -Concrete_beam c
S -concrete_beam_low c
S -Track c
S -track_low
S -Track_third c
S -Track_third_low
S -Track_sleeper c
S -Track_sleeper_low c
S -Wall_bottom_1 c
T -Wire_drum
T -Work_light
T -Work_light_stand c
T -Signal_light c
T -Signal_light_low c
T -Standard_light c
T -Standard_light c
S -Pipe_1 c
S -Pipe_2 c
S -Pipe_3 c
S -Pipe_1_low c
S -Pipe_2_low c
S -Pipe_3_low c
S -debris_1 c
S -rubble_1 c
S -rubble_2 c
S -side_walk_1 c
S -side_walk_railing c
S -steel_column c
S -Steel_column_low C
S -steel_beam c
S -wire_1 c
S -wire_2 c
S -Cable_1 c


The models will be using shaders exclusively. The surface shaders need to have their parameters renamed but otherwise they are complete (aside from AOV code built in)

After doing many rendering tests it was noticed that the environment shaders did a very similar repeating pattern in them. This was due to the shaders being built for "shader space", which uses the shaders position on an object to determine the pattern, as well as "object space". However since this is not what we want, as there will be many duplicates of many objects in any given scene, that had to be corrected. By changing the space to "world", this will change the pattern based on it's position in the world rather than the object or shader. Since these environmental objects are not moving at all, it is perfect for the job. Had the objects been moving then the world space assignment would be a disaster, as the shader patterns would appear to "swim" through the objects but luckily this is not the case for our environment.



(RSL parameter name) = (Blender/Mosaic parameter assignment)

Color1 = <MatCol_C>
Color2 = <MatMirrorColor_C>





Specularity = <MatSpec>
Surface_Color_01 = <MatCol_C>
Surface_Color_02 = <MatMirrorColor_C>
SpecularColor = <MatSpecCol_C>
Rust_Amount = <MatTranslu>


After modeling quite a few models i discovered a lot of information about how REYES architecture works, and how to best model for this kind of rendering engine.

So I've started again with all the environment models, this covers the majority of models that will be dynamically linked into the final .blend file, there are a number of high/ low poly gone versions (all with no SDS enabled).


Subway Plan


Textures: http://www.cgtextures.com/


Updated: 31st May 2009

Environment Updates

The environment is being built now, though some changes are made to the original plan.

  • There will not be two tracks or tunnels
  • The track will not visibly curve (still up in the air over this one)

In this scene file there are as much shortcuts made as possible to reduce the export times and save resources while rendering. Everything that is repeated in this scene is connected to a parent mesh and 'Dupliverted', the Blender version of Instancing. This includes the walls, the concrete support beams and the track beams. The track rails are Duplicated (Alt+D) since they were not modeled with this idea in mind, though they might be changed to make a complete rail.

Train Rail Rework

The track in the scene tends to cause some really long render times when viewed at a distance (as in from one end to the other) so a quick rework is order. In the original set design the object Sleeper_static was used but after many months of testing it seems that the low poly version will render faster when dupliverted as opposed to the original. This only helps when these objects are viewed from a far distance when detail is not needed. The original sleeper object will be used for closeup shots from now on.

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