Business and Computing Deanery 3D Modelling Tools Week 8 Introduction to materials
3D Modelling Tools 2 Last week Boolean Mesh modelling Working from a graphic Working with sub-objects
3D Modelling Tools 3 This week materials Materials Shaders Rendering Colours Shininess Self-illumination Not textures, or bitmaps or maps
3D Modelling Tools 4 Materials - a context… To model furniture how would you apply material to an object to model: A shinny metal chair? A glass table top? A tumbler with blackcurrant squash? A metal light fitting, with the light turned on? A plastic chair?
3D Modelling Tools 5 Concepts Consider modelling a brick wall Can you think of three ways to do it? Which would look best?
3D Modelling Tools 6 Using materials in 3ds max Use the library that comes with the software Or make you own Simple material Using a material texture Use a map Today
3D Modelling Tools 7 Materials Materials are like paint With materials, you make apples red and oranges orange You put the shine in chrome and the polish on glass Materials are what make your scenes look real 3ds max v7
3D Modelling Tools 8 Materials and light Light is reflected from the surfaces of your model Consider how the light and materials will interact Will it reflect its surroundings? Will it be bumpy or smooth? Old, clean or dirty?
3D Modelling Tools 9 Material editor Materials Defined Created Applied Sample shots Parameters Shaders Maps
3D Modelling Tools 10 Standard materials You can create an unlimited number of materials The most important part of the material is the shader A mathematical formula that defines the way that a surface is affected by light You choose a shader according to the surface you hope to create
3D Modelling Tools 11 Rendering The computer “paints” the result of calculation onto the screen as an image Takes into account the geometry of the model, but also Colours Textures Light position, intensity, colour The viewport is a preview, you need to render the scene to see the materials properly Render to a still image? Render in your game engine?
3D Modelling Tools 12 Shaders and rendering For standard materials, a shader is an algorithm that tells your software how to calculate surface rendering Each shader has a unique set of characteristics in order to serve a particular purpose
3D Modelling Tools 13 3ds types of shaders Seven shaders used with a standard material Anisotropic: For surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal. Blinn: For rounder, softer highlights than Phong shading Metal: For metallic surfaces Multi-Layer: For surfaces with more complex highlights than Anisotropic Oren-Nayar-Blinn: For matte surfaces such as fabric or terra- cotta Phong: For surfaces with strong, circular highlights Strauss: For metallic and nonmetallic surfaces. The Strauss shader has a simpler interface than other shaders. Translucent: Similar to Blinn shading, the Translucent shader also lets you specify translucency, where light is scattered as it passes through the material.
3D Modelling Tools 14 Phong Smoothes the edges between faces and renders highlights realistically for shiny, regular surfaces Interpolates intensities across a face based on the averaged face normals of adjacent faces. Calculates the normal for every pixel of the face. 3ds max v7
3D Modelling Tools 15 Blinn shading Blinn shading is a subtle variation on Phong shading its mathematics are more accurate The most noticeable difference is that highlights appear rounder This is the default shader for 3ds max Standard materials 3ds max v7
3D Modelling Tools 16 Anisotropic highlights The Anisotropic shader creates surfaces with elliptical highlights Good for modelling hair, glass, or brushed metal 3ds max v7
3D Modelling Tools 17 Oren-Nayar-Blinn shader A variant of the Blinn shader It contains additional "advanced diffuse" controls, Diffuse Level and Roughness, that you can use to give the material a matte effect. Good for matte surfaces such as fabric, terra-cotta, and so on.
3D Modelling Tools 18 Metal Shader Realistic-looking metallic surfaces and a variety of organic-looking materials. A distinct curve for specular highlights. Metal surfaces also have glancing highlights Calculate their own specular color, which can vary between the material's diffuse color and the color of the light You can't set a metal material's specular color.
3D Modelling Tools 19 Surface attributes Basic material settings Colour Shininess Transparency
3D Modelling Tools 20 Standard colour components 1. Specular The colour of shiny highlights 2. Diffuse The colour of the object in direct, "good" lighting 3. Ambient colour The colour of the object in shadow Some shaders generate the specular colour, rather than letting you choose it. 3ds max v7
3D Modelling Tools 21 Colour Hue Frequency of the light coming form the object Saturation How concentrated the colour is Value Lightness or darkness of a colour Additive colour model RGB 3ds max v7
3D Modelling Tools 22 Shininess Overall reflective nature of the object Specularity Intensity of the highlight Glossiness The size of the specular highlight Top sphere: Glossiness=100; Specular Level=100 Left sphere: Glossiness=50; Specular Level=50 Right sphere: Glossiness=0; Specular Level=0 3ds max v7
3D Modelling Tools 23 Activity Use a box to create a tray or table top Create a 2 x 4 array of spheres on the top Create 6 different materials and apply them to your spheres Polished steel, brushed aluminium, red dull plastic, red shiny plastic…………. Remember to name the materials
3D Modelling Tools 24 Opacity Transparency and opacity are opposites An object that is fully transparent (0% Opacity) is nearly invisible except for the light it reflects (the specular highlights). 3ds max v7
3D Modelling Tools 25 Self-illumination Creates the illusion of incandescence by replacing shadows on the surface with the diffuse colour As you increase self- illumination, the self- illumination colour takes over from the ambient colour At a setting of 100, the material shows no shaded areas
3D Modelling Tools 26 Activity Make and apply a partially transparent material Make and apply a self-illuminated object Render to a JPEG Export to Turntool
3D Modelling Tools 27 To come Tutorial on Tuesday Submit Portfolio 4 and storyboard Work on Portfolio 5 Due Week 9 Work Model A Due Friday Week 10 to the Deanery office Lecture next week File formats and exporting models
3D Modelling Tools 28 Portfolio 5 A word document with a rendered JPEG image of 8 spheres all with a different material In the word document list the parameters of the 8 spheres Shader Colours (more than one!) Specular level Glossiness Opacity…etc.
3D Modelling Tools 29 Questions You have been asked to model a mini car for use in a game Describe the material parameters you would design for use for the: Tyres Body Windows Cloth seating Light fittings Metal surround Cover Bulb
3D Modelling Tools 30 Impendent study Directed reading 3DS Max 7 Bible Read Chapters 3, 20 and 21 Portfolio 5 Tutorials Introduction to Materials and Mapping PP Work on model A
3D Modelling Tools 31 References 3ds max v7, (2005) User Reference and Tutorials Murdock K.L., (2005) 3DS Max 7 Bible, John Wiley & Sons Inc, ISBN: