{"id":8935,"date":"2024-03-28T10:57:20","date_gmt":"2024-03-28T10:57:20","guid":{"rendered":"https:\/\/williamcromar.com\/newmediawiki\/?p=8935"},"modified":"2024-03-28T20:15:12","modified_gmt":"2024-03-28T20:15:12","slug":"chapter-18-a-hierarchy-of-modeling","status":"publish","type":"post","link":"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/","title":{"rendered":"CHAPTER 18 \u2014 A Hierarchy of Modeling"},"content":{"rendered":"\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\"><div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 counter-hierarchy ez-toc-counter ez-toc-grey ez-toc-container-direction\">\n<div class=\"ez-toc-title\" style=\"cursor:inherit\">Contents<\/div>\n<label for=\"ez-toc-cssicon-toggle-item-69f51ad2794c0\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"ez-toc-cssicon\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-69f51ad2794c0\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Seven_types_of_modeling\" >Seven types of modeling<\/a><ul class='ez-toc-list-level-3' ><li class='ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Modeling_level_definitions\" >Modeling level definitions<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Visualization_definitions\" >Visualization definitions<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#A_case_study\" >A case study<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Four_levels_of_complexity\" >Four levels of complexity<\/a><ul class='ez-toc-list-level-3' ><li class='ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Element\" >Element<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Environment\" >Environment<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Entity\" >Entity<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/#Effects\" >Effects<\/a><\/li><\/ul><\/li><\/ul><\/nav><\/div>\n\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p class=\"has-text-align-right has-small-font-size\"><em>6-minute read<\/em><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"694\" height=\"694\" data-attachment-id=\"30\" data-permalink=\"https:\/\/williamcromar.com\/newmediawiki\/nmw\/paralleluniverses_01\/\" data-orig-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/07\/parallelUniverses_01.png\" data-orig-size=\"694,694\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"parallelUniverses_01\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/07\/parallelUniverses_01.png\" src=\"https:\/\/i0.wp.com\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/07\/parallelUniverses_01.png?resize=694%2C694&amp;ssl=1\" alt=\"\" class=\"wp-image-30\" srcset=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/07\/parallelUniverses_01.png 694w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/07\/parallelUniverses_01-300x300.png 300w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/07\/parallelUniverses_01-150x150.png 150w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/07\/parallelUniverses_01-100x100.png 100w\" sizes=\"auto, (max-width: 694px) 100vw, 694px\" \/><\/figure>\n<\/div><\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Seven_types_of_modeling\"><\/span>Seven types of modeling<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1250\" height=\"938\" data-attachment-id=\"8966\" data-permalink=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/foreground-focus\/\" data-orig-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/foreground-focus.png\" data-orig-size=\"1250,938\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"foreground-focus\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/foreground-focus-1024x768.png\" src=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/foreground-focus.png\" alt=\"\" class=\"wp-image-8966\" srcset=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/foreground-focus.png 1250w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/foreground-focus-300x225.png 300w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/foreground-focus-1024x768.png 1024w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/foreground-focus-768x576.png 768w\" sizes=\"auto, (max-width: 1250px) 100vw, 1250px\" \/><\/figure>\n<\/div><\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1250\" height=\"938\" data-attachment-id=\"8967\" data-permalink=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/background-focus\/\" data-orig-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/background-focus.png\" data-orig-size=\"1250,938\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"background-focus\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/background-focus-1024x768.png\" src=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/background-focus.png\" alt=\"\" class=\"wp-image-8967\" srcset=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/background-focus.png 1250w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/background-focus-300x225.png 300w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/background-focus-1024x768.png 1024w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/background-focus-768x576.png 768w\" sizes=\"auto, (max-width: 1250px) 100vw, 1250px\" \/><figcaption class=\"wp-element-caption\"><em>Understanding hierarchies of complexity and types of modeling helps us organize our thinking and process, keeping our work in proper focus.<\/em><\/figcaption><\/figure>\n<\/div><\/div>\n<\/div>\n\n\n\n<p>We model all manner of objects, qualities, and phenomena because we are creating a <strong>self-contained world<\/strong>. We can take nothing for granted, not even the earth and sky! In our workflow, we&#8217;ve found it useful to identify <strong>seven types of modeling<\/strong>:<strong><em>&nbsp;<\/em><\/strong><\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p>These determine the level of modeling:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>OBJECT<\/li>\n\n\n\n<li>COMPOSITION<\/li>\n\n\n\n<li>MATERIAL<\/li>\n\n\n\n<li>KINEMATICS<\/li>\n\n\n\n<li>EFFECTS<\/li>\n<\/ul>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p>These occur at <strong>every<\/strong> level of modeling:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>LIGHTING<\/li>\n\n\n\n<li>POINT OF VIEW (POV)<\/li>\n<\/ul>\n<\/div>\n<\/div>\n\n\n\n<p>Each type of modeling has its own peculiar rules and workflows.&nbsp;And if we watch the credits of a major animated motion picture, we&#8217;ll often recognize someone credited as being in charge of only one type of modeling. That person often coordinates a whole <strong>team<\/strong> of artists responsible for it. Chances are, if you work at a studio, you&#8217;ll specialize in only one of these on a big-scale project.<\/p>\n\n\n\n<p>However, not every model <strong>project<\/strong> needs every modeling <strong>type<\/strong> to be complete. A simple model needs only&nbsp;<strong>Object<\/strong><em>, <\/em><strong>Lighting<\/strong><em>,<\/em>&nbsp;and&nbsp;<strong>POV<\/strong>&nbsp;modeling to be effective.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Modeling_level_definitions\"><\/span>Modeling level definitions<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p><strong>Object:&nbsp;<\/strong>At least one&nbsp;element&nbsp;in a scene. We model an Object using volumetric objects or planar surfaces, but it must imply some tangible presence in a 3D world.<\/p>\n\n\n\n<p><strong>Composition:&nbsp;<\/strong>Relationships among two or more elements, and between <strong>Elements<\/strong> and the&nbsp;<strong>Environment<\/strong>. This modeling type is equivalent to the&nbsp;<strong>mise-en-sc\u00e8ne<\/strong> in cinema \u2014 characters, props, architecture, et cetera \u2014 anything on-camera. Organizing this involves developing hierarchic relationships that depend on careful naming strategies externally referencing elements from other files. Think of it as a well-organized prop room on a movie set.<\/p>\n\n\n\n<p><strong>Material<\/strong>:<strong>&nbsp;<\/strong>Properties such as color, texture and reflectivity are not integral to Objects, and as such we must model them. In a good&nbsp;Material&nbsp;modeling job the application doesn&#8217;t look like wallpaper (unless, of course, that&#8217;s the material!), but rather feels authentic to the context. Materials and textures are often modeled as bitmap image files externally referenced, although some materials are modeled parametrically and some exist in a predefined library.<\/p>\n\n\n\n<p><strong>Kinematics:&nbsp;<\/strong>When the desired output is animation, we model time and motion through the use of a timeline, along with rigging and\/or deformation to control the internal motion of an <strong>Entity<\/strong>.<\/p>\n\n\n\n<p><strong>Effects: <\/strong>Chaotic &#8220;soft&#8221; elements that respond to physical forces like wind or gravity use specially developed Effects modeling environments. In Maya, for example, we find <strong>nCloth<\/strong> or <strong>nHair<\/strong>. <strong>Atmosphere<\/strong> effects handle aerial perspective and uniform fog, and are often attributes of the camera. <strong>Particle systems<\/strong> generate snow, fire, hair, grass, cloth, or fluids. Each are variations on how particles respond to forces. In a <strong>mesh system<\/strong>, a subset of particle modeling, particles are linked to produce planarity or volume for cloth, tension surfaces like a balloon, or shattering like breaking glass. These need a <strong>passive collider<\/strong> that stops motion. Skin is a passive collider for cloth, for example.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Visualization_definitions\"><\/span>Visualization definitions<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p><strong>Light<\/strong>:<strong>&nbsp;<\/strong>For the visualization of any hierarchic level or type of modeling, ambient, hidden and visible sources of light are modeled, although the overall predefined constant of ambient lighting is determined without a spatial coordinate. The results of light modeling are not seen accurately until tested in the rendering process: the creation of still images, panoramas or animations.<\/p>\n\n\n\n<p><strong>POV<\/strong>:<strong>&nbsp;<\/strong>The camera, a point representative of your point of view in the scene, is located spatially, and several cameras can exist in a scene since they are essentially invisible artifacts. <strong>Secondary motion<\/strong> (movement of the POV) can be modeled by moving the camera along a fixed pathway, and the camera <strong>target<\/strong> can move independently along another. Camera effects, such as <strong>depth of field<\/strong> and <strong>motion blur<\/strong>, can also be modeled and seen in the rendering process.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"A_case_study\"><\/span>A case study<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p>A modeled thing can be associated with more than one modeling type. Take, for example, an element modeled to create a sky. This kind of thing is usually modeled as a dome-like hemispherical element with clouds and blended shades of blue, giving the underside a realistic appearance. We can consider this <strong>sky dome<\/strong> as it relates to several modeling types:<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\">\n<ul class=\"wp-block-list\">\n<li><strong>Object<\/strong>: It is an&nbsp;Object&nbsp;modeled in the background.<\/li>\n\n\n\n<li><strong>Composition<\/strong>: It is one among several (a ground plane, trees, buildings) Objects organized in the overall scene.<\/li>\n\n\n\n<li><strong>Material<\/strong>: It requires a bitmap image of clouds or a ramp shader or gradient color applied for realism.<\/li>\n\n\n\n<li><strong>Kinematics<\/strong>: It can be set to rotate slowly to suggest the movement of clouds.<\/li>\n\n\n\n<li><strong>Lighting<\/strong>: In some instances, we assign a directional light to illuminate <em>only<\/em> the dome with no shadows. In others, the dome <strong>is<\/strong> the light, as we see with the Arnold <strong>Physical Sky<\/strong> and <strong>Sun<\/strong> here \u2014 each is its own dome.<\/li>\n\n\n\n<li><strong>POV<\/strong>: It only makes sense as an object seen from <em>underneath<\/em> with a camera whose position is limited to remaining inside the dome.<\/li>\n<\/ul>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"697\" data-attachment-id=\"3107\" data-permalink=\"https:\/\/williamcromar.com\/newmediawiki\/world-building\/101_skydome\/\" data-orig-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/08\/101_skydome.png\" data-orig-size=\"1050,715\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"101_skydome\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/08\/101_skydome-1024x697.png\" src=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/08\/101_skydome-1024x697.png\" alt=\"\" class=\"wp-image-3107\" srcset=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/08\/101_skydome-1024x697.png 1024w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/08\/101_skydome-300x204.png 300w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/08\/101_skydome-768x523.png 768w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2023\/08\/101_skydome.png 1050w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\"><em>Arnold sun and sky. The sun is directional and casts shadows, while the sky provides ambient, atmospheric light scatter.<\/em><\/figcaption><\/figure>\n<\/div><\/div>\n<\/div>\n\n\n\n<p>The sum of all these modeling types determines the function of this one element, the sky dome, in a model completed to the&nbsp;<strong>Entity<\/strong>&nbsp;level of complexity. Confusing? Let&#8217;s clarify the relationship between the <strong>four hierarchic levels of complexity<\/strong> and the seven types of modeling next.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Four_levels_of_complexity\"><\/span>Four levels of complexity<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\">\n<p>This hierarchy helps with process, which in turn helps a modeler to determine the <em>types of things<\/em> one might expect to model. The <strong>modeling&nbsp;process<\/strong>&nbsp;can range from the very simple to the highly complex. Simple projects depict formal relationships among elements in static images that a single artist can create in just a few minutes. A more complex model requires deeper levels of information, involving more decision-making in projects that might take a week to a month or more. The most sophisticated work, seen in studio films like&nbsp;<em><strong>The Lord of the Rings<\/strong><\/em>, involves crews of animators and man-years of time. <\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"815\" data-attachment-id=\"8969\" data-permalink=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/gollum_4959988910\/\" data-orig-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910.png\" data-orig-size=\"1570,1250\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"gollum_4959988910\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910-1024x815.png\" src=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910-1024x815.png\" alt=\"\" class=\"wp-image-8969\" srcset=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910-1024x815.png 1024w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910-300x239.png 300w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910-768x611.png 768w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910-1536x1223.png 1536w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/gollum_4959988910.png 1570w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\"><em><a href=\"http:\/\/en.wikipedia.org\/wiki\/Weta_Digital\" target=\"_blank\" rel=\"noreferrer noopener\">Weta Digital<\/a>,&nbsp;<a href=\"http:\/\/en.wikipedia.org\/wiki\/Gollum\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Gollum<\/strong><\/a>, 2002<\/em><\/figcaption><\/figure>\n<\/div><\/div>\n<\/div>\n\n\n\n<p>At Weta Digital, home of Oscar-winning CGI effects, it took three years to make <strong>Gollum<\/strong>, with a team of five people working on his face <em>alone<\/em>. For planning purposes, we have found it useful to understand the process needed for projects based on four hierarchic\u00a0<strong>levels<\/strong>\u00a0of complexity: <strong><em>Element, Environment<\/em><\/strong>,<strong><em> Entity<\/em><\/strong>, and<em> <strong>Effects<\/strong><\/em>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Element\"><\/span>Element<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p><em>The <strong>Element<\/strong> level includes <strong>Object<\/strong>, <strong>Lighting<\/strong>, and <strong>POV<\/strong> modeling.<\/em><\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"819\" data-attachment-id=\"8938\" data-permalink=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/image-converted-using-ifftoany-4\/\" data-orig-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1.jpg\" data-orig-size=\"1875,1500\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;wrc11&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Image converted using ifftoany&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Image converted using ifftoany&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"Image converted using ifftoany\" data-image-description=\"\" data-image-caption=\"&lt;p&gt;Image converted using ifftoany&lt;\/p&gt;\n\" data-large-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1-1024x819.jpg\" src=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1-1024x819.jpg\" alt=\"\" class=\"wp-image-8938\" srcset=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1-1024x819.jpg 1024w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1-300x240.jpg 300w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1-768x614.jpg 768w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1-1536x1229.jpg 1536w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/02b_block_clip_spacers_and_track_3.1.jpg 1875w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\"><em>williamCromar, <strong>AquaBlock elements<\/strong>, 2017<\/em><\/figcaption><\/figure>\n<\/div><\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-center is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\">\n<p>Modeling to the <strong>Element<\/strong> level yields a static <strong>Object<\/strong> that exhibits properties of volume or surface. Don&#8217;t confuse <em>Element<\/em> as a modeled thing with a <em>visual element<\/em> that refers to basic 3D visual design phenomena. The distinction will usually be clear in context. All other levels of hierarchy depend on the development of <strong><em>Element<\/em><\/strong> modeling.<\/p>\n<\/div>\n<\/div>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Environment\"><\/span>Environment<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p><em>The <strong>Environment<\/strong> level includes everything at the <strong>Element<\/strong> level plus <strong>Composition<\/strong> and <strong>Material<\/strong> modeliing.<\/em><\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\"><div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"819\" data-attachment-id=\"8939\" data-permalink=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/image-converted-using-ifftoany-5\/\" data-orig-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2.jpg\" data-orig-size=\"1875,1500\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;wrc11&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;Image converted using ifftoany&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;Image converted using ifftoany&quot;,&quot;orientation&quot;:&quot;1&quot;}\" data-image-title=\"Image converted using ifftoany\" data-image-description=\"\" data-image-caption=\"&lt;p&gt;Image converted using ifftoany&lt;\/p&gt;\n\" data-large-file=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2-1024x819.jpg\" src=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2-1024x819.jpg\" alt=\"\" class=\"wp-image-8939\" srcset=\"https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2-1024x819.jpg 1024w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2-300x240.jpg 300w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2-768x614.jpg 768w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2-1536x1229.jpg 1536w, https:\/\/williamcromar.com\/newmediawiki\/wp-content\/uploads\/2024\/03\/07_village_eye_level_3.2.jpg 1875w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\"><em>williamCromar, <strong>AquaBlock village<\/strong>, 2017<\/em><\/figcaption><\/figure>\n<\/div><\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-center is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\">\n<p>Modeling to the <strong>Environment<\/strong> level generates settings for <strong>Elements<\/strong>. It is comprised of secondary elements but includes such aspects of the visual world as material. Some refer to an array of secondary elements as an <strong>entourage<\/strong>. <strong>Environment<\/strong> modeling must be developed to provide a plausible world for images, panoramas, or animations that exhibit <strong>secondary movement<\/strong> (movement of the <strong>POV<\/strong> only).<\/p>\n<\/div>\n<\/div>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Entity\"><\/span>Entity<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p><em>The <strong>Entity<\/strong> level includes everything at the <strong>Environment<\/strong> level plus <strong>Kinematics<\/strong> modeling.<\/em><\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\">\n<div style=\"padding:56.25% 0 0 0;position:relative;\"><iframe src=\"https:\/\/player.vimeo.com\/video\/313649513?badge=0&amp;autopause=0&amp;player_id=0&amp;app_id=58479\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture; clipboard-write\" style=\"position:absolute;top:0;left:0;width:100%;height:100%;\" title=\"aquablock_final_animation\"><\/iframe><\/div>\n\n\n\n<p><em>williamCromar, <strong>AquaBlock promotional video<\/strong>, 2017<\/em><\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-center is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:50%\">\n<p>The&nbsp;<strong><em>Entity<\/em><\/strong>&nbsp;level creates elements with <strong>primary movement<\/strong>, defined as the movement of an object. Movement can be passive or active. A thrown rock is <strong>passive<\/strong> because it depends on an outside force and needs no rigging. Anything with articulate, internal, or self-generated motion \u2014 a walking human, a robot arm \u2014 must be rigged and is considered <strong>active<\/strong>, even if it depends on an outside force. A bicycle is an active entity, even though its motion depends on a rider, another active entity.<\/p>\n<\/div>\n<\/div>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Effects\"><\/span>Effects<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p><em>The <strong>Effects<\/strong> level includes everything at the <strong>Entity<\/strong> level plus <strong>Effects<\/strong> modeling.<\/em><\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<div style=\"padding:56.25% 0 0 0;position:relative;\"><iframe src=\"https:\/\/player.vimeo.com\/video\/263930391?badge=0&amp;autopause=0&amp;player_id=0&amp;app_id=58479\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture; clipboard-write\" style=\"position:absolute;top:0;left:0;width:100%;height:100%;\" title=\"bloodflow test footage\"><\/iframe><\/div>\n\n\n\n<p><em>williamCromar, <strong>Blood flow particle effect test footage<\/strong>, 201<\/em>7<\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-center is-layout-flow wp-block-column-is-layout-flow\">\n<p>Physics <strong><em>Effects<\/em><\/strong> are used whenever an environment or entity needs a dynamic accompaniment. For example, <strong>hair<\/strong> or <strong>cloth<\/strong> that responds to the physics of wind or gravity is added to a character. Snow or fire will be the product of a <strong>particle effect<\/strong>. Some software includes parametric vegetation for environments that will randomly distribute foliage.<\/p>\n<\/div>\n<\/div>\n\n\n\n<p>When modeling, focus on your tangible end game to determine how deep you need to dive into this hierarchy. Everything starts with modeling an <strong>Element<\/strong>, but if you plan to use your element for 3D printing or milling, for importing to another program, or render a simple illustration, you can stop right there. <strong>Environment<\/strong> modeling is a typical end game for designers. To illustrate their concepts, industrial designers, interior designers, architects, and installation artists need&nbsp;<strong>still images<\/strong>&nbsp;(sometimes called&nbsp;renderings), VR interactive&nbsp;<strong>panoramas<\/strong>&nbsp;or simple&nbsp;secondary motion animation&nbsp;(movement of the POV only) in a <strong>walk-through<\/strong> to illustrate their concepts. If we plan anything involving time-based activity, such as gaming or cinema, we most likely work to the&nbsp;<strong>Entity<\/strong>&nbsp;level of modeling. <strong>Effects<\/strong> bring on high realism and the most sophisticated level of complexity.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>6-minute read Seven types of modeling We model all manner of objects, qualities, and phenomena because we are creating a self-contained world. We can take nothing for granted, not even the earth and sky! In our workflow, we&#8217;ve found it useful to identify seven types of modeling:&nbsp; These determine the level of modeling: These occur&#8230; <a href=\"https:\/\/williamcromar.com\/newmediawiki\/chapter-18-a-hierarchy-of-modeling\/\">read more &raquo;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_eb_attr":"","_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[8],"tags":[],"class_list":["post-8935","post","type-post","status-publish","format-standard","hentry","category-paralleluniverses"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>CHAPTER 18 \u2014 A Hierarchy of Modeling - newMediaWiki<\/title>\n<meta name=\"description\" content=\"Chapter 18 A Hierarchy of Modeling: 7 modeling types combine to create 4 levels of modeling complexity. 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