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Intersections - Nguyen Dang Binh

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5<br />

Peter Hardie<br />

UpDown Fall<br />

44 inches x 24 inches<br />

3D computer animation<br />

ARTIST STATEMENT<br />

The work is based on a visual reaction to waterfalls in Ingleton,<br />

Yorkshire, England. The sensation is essentially that of fast moving<br />

white water enclosed within a dark environment of rock and trees.<br />

Attributes of interest are the movement and intertwining patterns of<br />

water, and the water’s shape and passage defined by the underlying<br />

rock structure, seen or unseen.<br />

The images are primarily monochrome, reflecting the lack of any<br />

strong colours within the water, other than a yellowish peat staining.<br />

The play of light reaching the water is weak and changeable. The environment<br />

of rocks and trees was a secondary influence compared<br />

with the water and has been negated in the image, the waterfall<br />

defining the underlying structure.<br />

The camera pans up the waterfall in the left side of the image and<br />

down the waterfall on the right side of the image. The focus is on<br />

the interaction of the water movement and the pattern and spaces<br />

between.<br />

Electronic Art and Animation Catalog Art Gallery Artworks<br />

CONTACT<br />

Peter Hardie<br />

Bournemouth University<br />

6 Sherford Drive<br />

Northmoor Park, Wareham,<br />

Dorset BH20 4EN United Kingdom<br />

peterh@bournemouth.ac.uk<br />

www.virtualreflections.com<br />

TECHNICAl STATEMENT<br />

The scene consists of models of the underlying rock structure over<br />

which the waterfall flows. These models are not directly visible, being<br />

black in colour.<br />

The waterfall is simulated using a particle system. The workflow<br />

entailed creating the particle emitter and its settings (rate, spread,<br />

and speed), and creating the particle type and its characteristics<br />

(colour, transparency, size, mass, shader, shadowing, and noise).<br />

Particular use was made of the Perlin noise function. The basic 2D<br />

particle shader was used for both efficiency and versatility. The work<br />

also involved creating obstacles and natural forces. A number of hidden<br />

obstacles were used to control the water flow. Then the waterfall<br />

was lit with spotlights, and a camera pan was defined from the lower<br />

to the upper falls and the upper to the lower falls. Finally, the two<br />

camera sequences (up the falls, down the falls) were rendered and<br />

composited into a final sequence.<br />

The primary software tool was Softimage XSI V4.0.

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