Notes from Workshop 4: February 15, 2007
(Maya Workshop 3)

| See Chapters 349 402  Chapter 14 + Chapter 15 

PART I. LIGHTING & RENDERING REVISITED

1. Case Study

2. Lighting types & 3 pts lighting  - Chapter 14

 

Distant/Directional, Spot, Ambient, Point

Spot, Fill & Key.

            

PART II. Rendering

1. Shader types: (Greenberg)

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 shodow lines from viewpoint of light sources (geo calculation)

2. Download g:Arch545-444-Mark-Sp06\Examples\materials

    and place in sourceimages folder

3 Materials>

Material – contains nodes that determine look of an object

Texture – images that is mapped to object

Bump Map – makes a material look bumpy based upon gray scale value of image

Texture map types: Procedural (based on an algorithm) and image (based on a photograph).

Toggle bar – hide or show Create bar leaving more or less 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 Up Downstream – show anything connected to a node

Tab buttons – show top, bottom or top and bottom tabs in work area

Basic material properties:

Color – RGB or HSV 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

Prepare brick.jpg file and somephoto.jpg file

  1. Change color of an object
  1. Texture mapping nurbs surface
  1. Nurbs surfaces U horizontal – V vertical map from lower left corner to upper right
  2. Can map TIF, JPG and Maya’s IFF
  3. Create Lambert material
  4. In Hypershade panel double click on icon.
  5. Add brick file to material
  6. Select object, right click on lambert material and assign to object
  7. Double click on pace2dTexture node
  8. See red square on object: middle mouse button - drag center to move, drag corners to rotate,
  9. Repeat UV … to repeat pattern (do 4 in each of U and V)
  1. Eyeball
  1. Create Phone E shader
  2. Double click on the icon (gets attributes window), and then click checkerboard icon on the color.
  3. Select ramp shader.
  4. Change top shader to black by lowering color solider to left.
  5. Move middle shader (default color is green) closer to top
  6. Click on ramp 1/5th way to bottom, place new position indicator just below 2nd one (above).
  7. Click and drag bottom indicator just below new one (3rd one).
  8. Click on color swatch for above indicator and select white.
  1. Layered Shader
  1. Create two blinn shaders red and blue.
  2. In blue shade, double clock on icon, and then on transparency color select fractal.
  3. Create layered shader
  4. Double click on layered shader material.
  5. Drag red and blue materials from the Hypershade into the red square under Layered Shader Attributes. (note blue shader comes before red shader)
  6. Click X under original green shader to remove it.
  7. Apply shade to one of the sequares.
  8. In Render view, click on the Redo Previous Render Icon. Red can be seen through the blue due to fractal transparency.
  1. Bump Map
  1. Create NURBS plane.
  2. Hypershade create Lambert and assign to plane via MMB.
  3. Double-click on Lambert sphere.
  4. Click map button next to bump mapping and select bulge.
  5. From Create Menu/Select Lights/Directional light.
  6. Use Show Manipulator Tool to rotate light onto plane.
  7. Select render icon (upper right hand side of screen) to see bump map..
  8. To change bump depth/chose graph materials on selected objects icon in hypershade panel and select lambert object.
  9. Select bump2d node, increase bump depth , & render (render icon)
  1. Projection Map
  1. Create NURBS plane.
  2. Create a lambert material in Hypershade and apply to plane.
  3. Double-click on the lambert material in Hypershade
  4. In attribute editor, click on map next to color slider.
  5. Click on radio button to projector.
  6. Click the file button (select a file).
  7. Click file1 tab at top of attribute editor.
  8. Click on folder icon next to Image Name
  9. Open your own image.
  10. Goto perspective view and select key #6 to render.
  11. Select the place3d texture utility in the perspective view.
  12. Rotate plane -90 so that image projects onto NURBS plane.
  13. With the place 3d texture tool selected press ctrl/ctrl – a to open attribute editor.
  14. Click the “fit to box” button.
  15. 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”]

  1. To Improve Quality of Rendering
  1. Select object.
  2. In hypershade panel, choose Graph Materials on Selected Objects Icon.
  3. Double-click on the material in Hypershade.
  4. In Attribute editor, under Hardware Texturing, click arrow to expand options.
  5. Change “Texture Quality” setting to High. {only do for temporary viewing, slows Maya down]
  1. 3D Paint Tool
  1. Create Lambert material and assign it to a new NURBS sphere.
  2. Select the sphere.
  3. From Texturing Menu, select box next to 3D Paint Tool.
  4. Scroll down until you see File Textures.
  5. Click the Assign Textures button, determine resolution, and click Assign Textures {note project setup must include texture area
  6. In perspective view, hold “b” key and move mouse left & right to size brush.
  7. Click and drag on surface to paint.
  8. Select swatch next to floor color and choose yellow at top of Color Choose.
  9. Click “Flood Paint”
  10. Change paint color and paint smiley face on surface.
  11. Click on the change brush button, scroll down Visor and select hair folder.
  12. Choose hair type and paint on to sphere.
  13. Clear surface with flood button.
  14. Select brush adjacent to Artisan to return to normal bursh.
  15. Decrease capacity of brush to see color beneath
  16. Can edit image in photoship directly from directory.
  17. [techniques can also be used for Attributes and Transparency, pull-down menu under file textures.

9. Camera Attributes:

 1.  View window/view menu.

 2.  Depth of Field Attribute (tied to fstop).

 3. Select view depth (depth of field is distance before & after).

 4.  View/Import Image (sets view background image)

PART III: Animating the camera