October 10, 2013
Workshop 11 Notes
LIGHTING
AND MATERIALS, RENDER FARMING
This
workshop is developed after techniques described in the
Robinson text,. it contains examples that are reinforced by background
concepts in
Chapters Chapter 14 + Chapter 15 (part), pages 349 402
1.
Shaders in Maya are based upon standard rendering algorithms and
include the following types:
- Lambert – flat
– cosine shading
(Lambert’s law)
- Phong – typical
phong (spectral highlight)
- Phong E – spectral
highlight in white
- Blinn – metallic
objects
- Anistropic – good
for material with grooves
- Layered Shader –
more than one material
- Ramp Shader – ramp
color (eye ball)
- Shadows …. Map of
shadow lines from viewpoint of
light sources (geo calculation)
These
types of shaders are acessible
through the hypershade dialog box or Window/Rendering Editors/Hypershade

2.
Lighting types & 3 point
lighting - Chapter 14
Lighting
types commonly used are 1)
Ambient, 2)
Distant/Directional, 3) Point and 4) Spot Light which appear from left
to right in the Rendering Shelf tab in Maya. Ambient light provides
general background illumination. A Distant/Directional light provides
parallel light rays from a specific angular orientation, and may be
used to mimic such distant lights as sunlight or moonlight. A point
light is an omni-directional light that sends light out in all
directions from a single location. A directional light sends light in a
specific direction at a specific angle from a source location to a
target location.

Key and
Fill Lighting: A typical three
point lighting
setup has a Spot light (also known as a Key light) to the upper right
of model at full intensity to provide high contrast shadows, a Point
light (also known as a fill light) to the upper left of the model at
lower intensity filling in middle gray values, and a back spot light
(also known as a back key light) at lower intensity than the front spot
light and that provides some three-dimensional depth to the
rendering.

Key light
set at full intenstity and
positioned using
the show manipulator tool (selected tool on left-hand side of
Application window).
Full three point lighting setup and rendering. Back key light (spot
light) being set into place on left. Rendering on right.
3.
Materials Some Definition of Textures
and Methods
Materials
reference attribute nodes that
determine look of an object. This includes
Texture
– an
material that is mapped to object
Types: procedural (based on
an algorithm) and
image (based on a
photograph).
Bump Map
– image read for its
gray scale value that makes a material have the appearance of a surface
relief
4. Menu
items in Hypershade window (Left
to Right)

Toggle
bar – hide or show
Create bar leaving more or less work area
Show top and bottom tabs - shows materials/textures as well as work
area.
Show bottom tab - shows work area
Show top tab - shows materials/textures
Show previous graph (in work area)
Show next graph (in work area)
Clear Graph bar – clears out any nodes in work area
Rearrange graph bar – cleans up work area
Graph materials on select objects – finds material assigned
to object
Show input connections
Show input and output connections
Show output connections
5. Basic
material properties:

Color
– RGB or HSV selection
model color
Transparency – degree to which material is transparent
Ambient Color – brightness or darkness of whole material
Incandescence – create appearance of giving light
Bump mapping – makes a surface appear bumpy
6.
Example of use of simple material
definition and assignment
Change
color of an object
- from Windows menu select
Rendering Editors ->
Hypershade

- Select create materials
- Click Lambert (cosine shaded
object)
- Double click the new
material to invoke attribute
editor
- Select field next to color
on right-hand side of screen.
- Choose color from rgb or hsv
model/accept

- Drag material with middle
button onto surface from icon in
work
are to object. Or select surface and select material with right mouse
button, select “Assign Material to Selection”
6.
Texture mapping nurbs surface
Prepare
brick.jpg file or somephoto.jpg
file. Make a
material from a lamber shader. In the color selection area on the
right-hand side of the the screen, select the checkered
symbol
and follow the dialog box to load the brick.jpg file.

Once
the image
map has been loaded into the definition of the material, it is included
in the symbolic graph of the material (left-hand side of image below).
Double-clicking on the Place2D texture tool activates interactive
placement options.

- Nurbs surfaces U horizontal
– V vertical map from
lower left corner to upper right
- Can map TIF, JPG and
Maya’s IFF
- Create Lambert material
- In Hypershade panel double
click on icon.
- Add brick file to material
- Select object, right click
on lambert material and assign
to object
- Double click on
pace2dTexture node
- See red square on object:
middle mouse button - drag center
to move, drag corners to rotate,
- Repeat UV … to
repeat pattern (do 4 in each of U
and V)
7. Ramp
texture (eyeball)

- Create Phone E shader
- Double click on the icon
(gets attributes window), and then
click checkerboard icon on the color.
- Select ramp shader.
- Change top shader to black
by lowering color solider to
left.
- Move middle shader (default
color is green) closer to top
- Click
on ramp 1/5th way to bottom,
place new position indicator just below 2nd one (above).
- Click
and drag bottom indicator just
below new one (3rd one).
- Click
on color swatch for above
indicator and select white.
- Change
shader type to U Ramp and
assign to sphere
8.
Layered Shader

- Create
two blinn shaders red and blue.
- In
blue shade, double clock on icon,
and then on transparency color select fractal.
- Create layered shader
- Double click on layered
shader material.
- Drag blue and red materials
from the Hypershade into the red
square under Layered Shader Attributes. (note blue shader comes before
red shader)
- Click X under original green
shader to remove it.
- On blue blinn shader, use
fractal to define transparency
- Apply shade a square
- In Render view, click on the
Redo Previous Render Icon. Red
can be seen through the blue due to fractal transparency.
9. Bump
Map

- Create NURBS plane.
- Hypershade create Lambert
and assign to plane via MMB.
- Double-click on Lambert
sphere.
- Click map button next to
bump mapping and select bulge.
- From Create Menu/Select
Lights/Directional light.
- Use Show Manipulator Tool to
rotate light onto plane.
- Select render icon (upper
right hand side of screen) to see
bump map..
- To change bump depth/chose
graph materials on selected
objects icon in hypershade panel and select lambert object.
- Select bump2d node, increase
bump depth , & render
(render icon)
10.
Projection Map

- Create NURBS plane.
- Create a lambert material in
Hypershade and apply to plane.
- Double-click on the lambert
material in Hypershade
- In attribute editor, click
on map next to color slider.
- Click on radio button to
projector.
- Click the file button
(select a file).
- Click file1 tab at top of
attribute editor.
- Click on folder icon next to
Image Name
- Open your own image.
- Goto perspective view and
select key #6 to render.
- Select the place3d texture
utility in the perspective view.
- Rotate plane -90 so that
image projects onto NURBS plane.
- With the place 3d texture
tool selected press ctrl/ctrl
– a to open attribute editor.
- Click the “fit to
box” button.
- Experiment with scale and
move options.
[If
surface appears to be moving through
texture,
then in Rendering mode, select the surface, and then from the Texturing
menu select “Create Texture Reference Object”]
11. To
Improve Quality of Rendering
- Select object.
- In hypershade panel, choose
Graph Materials on Selected
Objects Icon.
- Double-click on the material
in Hypershade.
- In Attribute editor, under
Hardware Texturing, click arrow
to expand options.
- Change “Texture
Quality” setting to
High. {only do for temporary viewing, slows Maya down]
12. 3D
Paint Tool
- Create Lambert material and
assign it to a new NURBS sphere.
- Select the sphere.
- From Texturing Menu, select
box next to 3D Paint Tool.
- Scroll down until you see
File Textures.
- Click the Assign Textures
button, determine resolution, and
click Assign Textures {note project setup must include texture area
- In perspective view, hold
“b” key and
move mouse left & right to size brush.
- Click and drag on surface to
paint.
- Select swatch next to floor
color and choose yellow at top
of Color Choose.
- Click “Flood
Paint”
- Change paint color and paint
smiley face on surface.
- Click on the change brush
button, scroll down Visor and
select hair folder.
- Choose hair type and paint
on to sphere.
- Clear surface with flood
button.
- Select brush adjacent to
Artisan to return to normal brush.
- Decrease capacity of brush
to see color beneath
- Can edit image in Photoshop
directly from directory.
- [techniques can also be used
for Attributes and Transparency, pull-down menu under file textures.
RENDER FARMING
The
render farm server containts a cluster of central processing units for
concentrated rendering. The render farm is launched from a
utility named "BackBurner" within Maya and must be used within a
restricted set of file lcoations, but doesn't require you to remain
logged in to view the result. Details on the
use of the render server are describe in the link below. Before
trying to use the render server see important warning below.
WARNING: Due to
administrative restrictions on our system, it is essential that within
the dialog for BackBurner, DO NOT check the option to
"Manually Start Job" (see image below for a correct setting with
"Manually Start Job" unchecked). If you do check on this option,
then it will suspend the job and block the queue for other jobs sent to
the render server. Only a system administrator will be able to
clear the job and this could cause a significant disruption to all
users of the system.
- setup
of mental ray batch tool for Maya