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
- Setup project folder on “T” drive
- open g:\Arch545-444-Mark-Sp07\Examples\ergoman \body_2.mb
- Create spot light
- Move to upper right quadrant
- Chose show manipulator tool
- Redirect orientation to origin using four panels
- Panels perspective new to create new camera
- Move new camera into position. (manipulator tools can direct camera)
- Setup render globals for both cameras and use setup to change images for two renderings
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
- 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
- Choose color from rgb or hsv model/accept
- Drag material with middle button onto surface. Or select surface and select material with right mouse button, select “Assign Material to Selection”
- Texture mapping nurbs surface
- 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)
- 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.
- 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 red and blue 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.
- Apply shade to one of the sequares.
- In Render view, click on the Redo Previous Render Icon. Red can be seen through the blue due to fractal transparency.
- 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)
- 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”]
- 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]
- 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 bursh.
- Decrease capacity of brush to see color beneath
- Can edit image in photoship directly from directory.
- [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
- Create some objects
- Create a simple Camera
- Select the camera in the outliner {caveat, camera must be selected to be keyframed, changing the camera view and hitting the keyframe will not work.
- Hit the s key to keyframe the camera in two different positions.
- Play the animation.
- Rotate The Camera Around an Object
- Cameras> Create
- Move the camera back from the origin
- Press “w” and then “insert”/”home” to go into pivot mode
- Move the “pivot” point to the origin
- Select the camera and hit “s” to key frame the current location.
- Change the current frame in the animation to 30.
- In the channel box, type 360 in the Rotate Y field.
- Press “s” to keyframe the camera again.
- In the panels box, look through the camera.
- Playback the animation.
- CREATING MULTIPLE SEQUENCES WITHIN MAYA
- Change Images folder for each sequence
- Select camera if not persp.
- Try image sequence from Plan point of view.