3D World

Create New York’s IRT Powerhouse

Simon Edwards takes us through his process of producing a detailed CG depiction of a former functionin­g power station

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Simon Edwards details how he created this detailed CG building

The IRT Powerhouse (Interborou­gh Rapid Transit) was built at the beginning of the 20th Century to power the New York subway system, which was then being built in Manhattan. It was designed in the form of a classic temple to pay homage to the powerful growth in industry of that time and still stands at West 59th Street. In 2017 the building was designated a New York Landmark.

The station no longer provides power to the subway, but since the 1950s it has been occupied by Consolidat­ed Edison who use it to supply steam around New York

City to heat buildings, provide humidity control and steam cleaning. All the original chimneys and the roof have long since been removed and a large blocky extension was added to the riverside elevation in the 1940s.

My intention was to illustrate how this building was designed to produce electricit­y using a battery of giant turbines driven from the steam generated from vast quantities of coal. This was a time when technology was monumental, heavy, noisy and extremely dirty. In my mind I had a vision of steampunk on a monumental scale.

There was a lot of interestin­g research to do in studying plans and photograph­s, learning how materials were moved in, out and around the building and how everything worked together. The location of the building was key as the Hudson river provided water for the boilers and coal and ashes were delivered and removed by river barges.

01 SCENE SETUP

My aim was to illustrate the entire structure set within its surroundin­gs while focusing in on small details inside the two grand hall spaces. The building is extremely long and I wanted to avoid a long, thin image aspect. Plus, I was keen to emphasise the grandeur and scale of the tall internal structure. This all pointed towards using camera distortion, which would enable me to position a camera close up to the structure while allowing the view to stretch to both extremitie­s of the building and beyond.

02 COMPOSITIO­N

To achieve the right compositio­n I used a small amount of distortion in the Vrayphysic­alcamera settings, along with changing the camera type setting in the Render dialog to a spherical panorama camera.

When using a spherical panorama camera selected from the Render dialog, the final scene render is not visible in the active camera viewport. To correctly fix the scene compositio­n I first had to create a simple dummy polygon block referencin­g the final building and scene masses. With this I could then quickly run test renders and was able to tweak the camera FOV settings until the right compositio­n was achieved.

03 ORGANISING THE MODEL: PART 1

When building such a busy scene, modelling can quickly become unnavigabl­e. This means that careful organisati­on and planning should be considered at an early stage. It may become impossible to single out an object when there are too many elements visible on screen, and furthermor­e some heavily meshed objects can slow the navigation down just by being visible. I make sure to use layers and the Isolation button in 3ds Max to keep things in order and under control.

By bundling items into layers, specific work areas can be isolated while others are hidden or frozen. Editing can become easier just by hiding layers from view that contain heavily meshed objects.

04 ORGANISING THE MODEL: PART 2

To reduce demand on the computer further I used Xref Scenes to remove large chunks of modelling from the main model and reference them back again into the scene at a later stage.

This included most of the heavily meshed objects such as the human figures, all of the vehicles, the coal piles and all of the simulated liquids and gasses in the scene. Simulation­s include fire in the furnaces, water inside the undergroun­d culvert pipelines and smoke inside and outside of the six chimneys.

05 SIMULATION­S

The Phoenix FD plugin from Chaos Group was used to create the simulation­s. To start I built simplified versions of the pipes and culverts in the main model with non-renderable, single-sided polygon objects. This ensures a simulation will not spend unnecessar­y time calculatin­g around small modelled objects which may otherwise lie in the path of its particle flow.

The sequence was run over a duration of 680 frames in order for both the smoke and water to travel a required distance away from their source points.

Once complete the file was referenced back into the main model using Xref Scenes.

06 FIRE AS A LIGHT SOURCE

I wanted to give the impression of heat coming from the open furnaces. This was done by multiplyin­g the light output generated from the fire simulation.

In the Phoenix simulation rendering parameters there is a button named Volumetric Options. Once pressed, it opens a new dialog box inside which, underneath the Fire tab, by default has the Create Fire Lights option ticked on. Additional parameters allow for me to raise the ‘Light Power on Scene’, which I increased from 1 to 10.

Be sure not to have the Ignore Lights option ticked when this simulation is referenced back into the main model.

07 PARTICLE ARRAYS

The coal in the bunkers was moved out of the main model to free more memory. These coal piles were built using particle arrays with the instanced geometry taken from a simple polygon cluster of nine coal blocks.

This instanced geometry, with its material, is copied 15,000 times over a simple, singleside­d and invisible emitter surface. Additional­ly a ‘Super Spray’ particle emitter instanced geometry from a single coal block to simulate coal falling into the pile from the conveyor belt above.

Once again this file was referenced back into the main model using Xref Scenes.

08 V-RAY CLIPPERS

In total, the scene contains 12 V-ray Clippers which chop out sections of wall, steelwork, floors, chimneys and other items. All the clippers are grouped into a single layer so they may be quickly hidden from the viewport. Be aware, in order to render the scene correctly clippers must be visible in the viewport, even if Render Hidden Objects has been selected.

Pre-built cutting blocks are created to chop through the modelling and are then attached to clippers by using the Mesh mode setting. By clicking the clipper Exclude button a list of objects can be selected for inclusion by the clipper. Having previously created selection sets of these items makes the inclusion easier and quicker.

09 VRAYDISTAN­CETEX

Many of the stains and dirt smears seen on the surfaces have been created by using Vraydistan­cetex. This is a procedural texture from V-ray that creates a different colour or texture based on the distance it is away from a specified object. The objects used to create these effects are largely hidden from the scene by making them nonrendera­ble. Once again, as there are many objects of this kind, they are bundled into a single layer which can quickly be hidden in order to clear the viewport of subsidiary objects. •

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 ??  ?? Simon runs Historyreb­uilt & 3Dartvisio­n based in Northumber­land. He has worked profession­ally as an architectu­ral visualiser and 3D artist for 25 years. historyreb­uilt.com
Simon runs Historyreb­uilt & 3Dartvisio­n based in Northumber­land. He has worked profession­ally as an architectu­ral visualiser and 3D artist for 25 years. historyreb­uilt.com
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