materiales:
-alambres de varios grosores, incluso cable de muchos hilos....
-cola blanca
-papel higienico
-algo para hacer las copas yo he utilizado una especie de esponja no se su nombre ya que en la bolsa no lo ponia
materials:
barium-wirethickness,wireevenmany threads....
white-tail
-toilet paper
-something to makethe cupsI've useda spongeandhis nameis notin the bagdo notput
PASO 1
coger los alambres y enrollarlos hasta la mitad, para diferenciar la zona del tronco y de las ramas.luego empezar a colocar las ramas a vuestro gusto enrollado algunos alambres entre si dejando otros sueltos..(dejad abajo unos alambres de los mas gruesos que nos ayudaran a que el arbol se mantenga de pie y... read more
The following picture shows what it should look like. During a mini stage, where I was explained the zenithal way of painting, my warped brain tried finding a mathematical way to define the luminosity that should be applied to the different areas of a mini…. And we managed to find something!! The idea is to use the slope of the tangent to the surface. The luminosity coefficient that should be given to the surface is equal to the opposite of the inverse of the tangent to the surface.
In the first column of the grid in the illustration you have the coefficient of the tangent, in the second column the opposite of the inverse of the tangent. The third column then shows the color as it comes out with the correct luminosity (the base color being on the side of the cylinder). Here you can see in perspective the result, as it would be applied to the half cylinder. Of course this small equation only takes into account a unique source of zenithal lighting. The algorithm would need to be much more advanced to take into account more complex lighting with multiples sources of different intensity, which as most probably already been done in the field of 3D rendering. Translation done by FrenchKid, Article by Jeremie Bonamant and Cenotaphe

Menu
Articles order
Recent Articles