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ArchVision
Automobiles Volume 1
By Jeff Mottle (jmottle@cgarchitect.com)
Just
when you thought you'd seen it all, ArchVision has done it again
and has taken RPC content to the next level. The release of their
new automobiles product line now adds the ability to place cars
into your animations and still renderings. And yes even the wheels
turn.
For
those who are not familiar with RPC, let me first start by explaining
a little bit about this content. I'm sure most of you are familiar
with placing bitmaps of people, trees etc. in your renderings. With
RPC content you are given the ability to move your camera around
the image without losing the perspective of the content you have
placed. This is done by placing an RPC placeholder in your scene.
At rendertime the RPC plugin determines the location of the camera
and swaps out the correct bitmap for that placeholder to match the
current perspective. If you attempted to do this with a single bitmap
it would not be long before the perspective of your bitmap no longer
matched you scene.
The
Automobiles line is a new addition to hundreds of existing RPC content
types ranging from deciduous trees and sitting people, to walking
people and shrubs.
So
with that let's take a closer look at the new Automobiles RPC collection.
Volume one of this new set includes 8 automobiles: BMW 328 Ci, Ford
F-150, Jeep Grand Cherokee, Peugeot 406, Toyota Celica, Volkswagen
Beetle, Volkswagen Golf GTI, and the Volkswagen Passat
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New
settings for the Automobile content are: Speed, Eye Level
viewing, Optimize, Wheels, Glass setting and license plate
options. There is no cast reflection or billboard option anymore,
as all automobiles cast a shadow by default, providing that
a shadow casting light source is present, and billboarding
has been eliminated due to the nature of the automobile geometry.
So what does each of these new options do?
I'll
get into the new vehicle path tool a little later, but briefly
the speed spinner allows you to control the speed at which
your car will travel down the defined path.
The
Eye Level Viewing checkbox allows you to optimize the bitmaps
that are loaded, depending upon the angle of your camera.
If you are at eye level with the car, you will get more optimized
bitmaps for that viewing angle if you enable this checkbox.
Conversely, if you are above the car, in an aerial shot, you
would want to disable this option. In the pics below you can
see how an eye level shot falls apart without this option
checked. Pay special attention to the sideview mirrors, the
side panels, and the front bumper. While they would look good
from far away, if you get close you really need to make sure
that you have this checkbox enabled.
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Rendered with the Eye Level Viewing turned on
Rendered with the Eye Level Viewing turned off
The
optimize checkbox allows you to specify how detailed the underlying
geometry for the vehicle will be at rendertime. If left unchecked
each car will take up approximately 3000-4000 polygons, but if enabled
will reduced this to around 1200 polys. Obviously if you are never
going to be up close to you vehicles, checking this box will save
you some resources. In the examples below, you can see how the geometry
literally comes apart at the seams near the rear window.
Rendered with
Optimize turned on
Rendered
with optimize turned off
The
next option is the wheels. This simply allows you to control the
direction that the wheels are turned. If you use the path during
the insert the wheels will automatically turn to reflect the direction
that the car is traveling. In the examples below you can see how
this slider affects the steering in a still shot.

Rendered with wheels centered
Rendered with wheels turned all the way to the left.
The second last option is the glass option where you can control
the transparency of the glass and the tinting. Yes, you can even
tint the windows! The samples below show how how tinting and glass
transparency are affected by changing the settings in this area.
Detail showing how you can see through the window of one car to
the next. Keep in mind that this is bitmap. Alpha channels are
are also affected by the transparency of the glass.
Rendered with moderate window tinting
Rendered with full window tinting
Ok , now the last option, license plates. ArchVision has thought
of almost everything for this new RPC collection, including the
license plates. You can turn them on or off, use the default RPC
plate or create your own. You just simply browse for an image file
and voila it get resized to fit on your plate.

Rendered with no plates
Rendered with the default RPCnet plates.
The last area of the review that I want to touch on is the animatable
properties of this new collection, as this is how many of you will
be using them. When you first insert the automobile placeholder
into you scene, you will have to option of setting the location
and rotation, as you can with all other RPC types. Once that has
been determined, a spline is automatically started from the cars
center rear axel that allows you to draw the path that you want
the car to follow when the scene animated. The spline is automatically
smoothed and you are not limited to the radius of turns that you
can drawn, but perhaps you should be. The reason I say this will
be quite apparent if you take a look at this small animation. (Click
on the image below - 398KB AVI)
You will see that the motion of the front of the car is not very
realistic. This is because the car only has one insertion point,
and that is at the rear axel. In reality when a car starts turning
the car has two paths that it follows. One for the rear and one
for the front set of tires. Although this is a limitation for tight
turns, large radius turns like lane changes and large sweeping turns
still look very realistic. If you had your heart set on creating
an action packed car chase scene, you may want to look elsewhere.
If you need ultrarealistic car models for your still shots and animated
architectural scenes, then these cars are for you. I should also
mention that not only can the wheels steer, but they also rotate!
Conclusion
Having spent several hours playing with all of the different options
and using them in a production job, I can honestly say that I was
very impressed with this new collection. The ability to alter the
window tinting, and steer the cars down a road is quite amazing
when you consider that this is all generated from a flat bitmap.
The cars themselves even display realistic reflection when you move
around them.
The only complaints I would have would be the lack of documentation
that outline the new features and the selection of car choices and
colors themselves. Although the latter is quite subjective, I found
some of the cars to be a bit exotic and brightly colored for my
own tastes. Of course this is only volume 1 and many more will undoubtedly
follow. Perhaps a new release will also allow you to alter the cars
paint color? Wait and see.
The
price for this collection is $799US and comes with 8 cars. At just
under $100 per car I think this is a great deal when you consider
how easily you can implement one into your scene and the time and
money you would have to spend to get an actual geometry model to
look as good.
Overall I'd say this is a great collection worth picking up, and
I am looking forward to seeing what new collections are coming down
the line.
For more information about RPC Automobiles and other RPC collections,
visit:
http://www.rpcnet.com
Jeff
Mottle is an architectural visualization artist currently working
in Calgary, Alberta, Canada. He is the editor and owner of CGarchitect.com
and is an active member in the architectural CG community. With
just over five years of experience using Autodesk's Lightscape,
Jeff has become one of the top Lightscape artists in North America.
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