UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Materials and Textures Maps.

Slides:



Advertisements
Similar presentations
1GR2-00 GR2 Advanced Computer Graphics AGR Lecture 9 Adding Realism Through Texture.
Advertisements

16.1 Si23_03 SI23 Introduction to Computer Graphics Lecture 16 – Some Special Rendering Effects.
Color: This channel applies color, textured patterns, or images to the surface.
Shaders Information on Light, Shadows & Roughness.
3D Graphics Rendering and Terrain Modeling
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
 Engineering Graphics & Introductory Design 3D Graphics and Rendering REU Modeling Course – June 13 th 2014.
1. What is Lighting? 2 Example 1. Find the cubic polynomial or that passes through the four points and satisfies 1.As a photon Metal Insulator.
Business and Computing Deanery 3D Modelling Week 4 Materials.
Business and Computing Deanery 3D Modelling Tools Week 8 Introduction to materials.
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
Business and Computing Deanery Multimedia Week 21 Materials.
(conventional Cartesian reference system)
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
Shading Adding Color Lambert’s law n L  Light a point in any direction varies as the cosine of the angle between a vector from the point to the light.
CSE 381 – Advanced Game Programming Shading.
1 3D –graphics and animation Shading and Surface Characteristics Harri Airaksinen.
Shading, Surfaces & Textures
Basic Rendering Techniques V Recognizing basic rendering techniques.
Guilford County Sci Vis V204.01
MULTIMEDIA TECHNOLOGY SMM 3001 MEDIA - GRAPHICS. In this chapter how the computer creates, stores, and displays graphic images how the computer creates,
1 Computer Graphics Week13 –Shading Models. Shading Models Flat Shading Model: In this technique, each surface is assumed to have one normal vector (usually.
Shading (introduction to rendering). Rendering  We know how to specify the geometry but how is the color calculated.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 10: Computer Graphics Computer Science: An Overview Tenth Edition.
COMPUTER GRAPHICS CS 482 – FALL 2014 AUGUST 27, 2014 FIXED-FUNCTION 3D GRAPHICS MESH SPECIFICATION LIGHTING SPECIFICATION REFLECTION SHADING HIERARCHICAL.
Modelling and Simulation Types of Texture Mapping.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Computer Visualization BIM Curriculum 03. Topics  History  Computer Visualization Methods  Visualization Workflow  Technology Background.
Shader Graphs. Toy Story, Pixar First computer generated, full length film. Phong Reflectance Model.
Textures and Maps MCC Computer Modelling Trimester 1 – 2015/2016.
Shading. What is Shading? Assigning of a color to a pixel in the final image. So, everything in shading is about how to select and combine colors to get.
COLLEGE OF ENGINEERING UNIVERSITY OF PORTO COMPUTER GRAPHICS AND INTERFACES / GRAPHICS SYSTEMS JGB / AAS 1 Shading (Shading) & Smooth Shading Graphics.
Shading & Texture. Shading Flat Shading The process of assigning colors to pixels. Smooth Shading Gouraud ShadingPhong Shading Shading.
Main Navigation  Similar to Unity 3D  Unlike Unity it is a right handed coordinate system  Used to determines whether a positive rotation is clockwise.
UNIT VI O BJECT RENDERING. INTRODUCTION Lighting in computer graphics refers to the placement of lights in a scene to achieve some desired effect. Lighting.
Introduction to Computer Aided Modeling Instructor: Brent Rossen CGS 3220 Lecture 4 Shaders, Textures, and Light.
Advanced Computer Graphics Advanced Shaders CO2409 Computer Graphics Week 16.
Autodesk VIZ Fundamentals Chapters 1-2 Ethier and Ethier PART ONE: Introduction To Computer Animation Chapters 1&2: Introduction to Three- Dimensional.
Module Code: CU1025NI 3D Modelling and Animation Basics Week - 2.
Maya 8 at a Glance Chapter 4: Creating Textures. Shaders 2 Lambert: No highlights Phong: Distinct specular highlights Phong E: Greater controls for softer.
BUMP-MAPPING SET09115 Intro to Graphics Programming.
Samuli Helin.  Valon ominaisuudet luonnossa  Valaisumalleja tietokonegrafiikassa  Raytracing eli säteenseuranta  Global illumination  Renderöinti.
Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
RENDERING Introduction to Shading models – Flat and Smooth shading – Adding texture to faces – Adding shadows of objects – Building a camera in a program.
UV Mapping After a 3D object has been modeled it must be prepared for texturing. 3D surfaces can be “unwrapped” into a 2D representation with. This process.
Local Illumination and Shading
Color: This channel applies color, textured patterns, or images to the surface.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Schedule Update GP 4 – Tesselation/Cg GDS 4 – Subdiv Surf. GP 5 – Object Modeling Lab: Mini-proj Setup GDS 5 – Maya Modeling MCG 6 – Intersections GP 6.
Computer Graphics: Illumination
1© 2009 Autodesk Hardware Shade – Presenting Your Designs Hardware and Software Shading HW Shade Workflow Tessellation Quality Settings Lighting Settings.
Chapter 10: Computer Graphics
Games Development Practices 3D Modelling
Character Design for Animation and Games
MATERIALS Chakrit Watcharopas Reference:
Understanding Theory and application of 3D
3D Graphics Rendering PPT By Ricardo Veguilla.
The Graphics Rendering Pipeline
Chapter 14 Shading Models.
Basics Texture Map Setup
Understanding Theory and application of 3D
Understanding Theory and application of 3D
Illumination and Shading
14th Lecture – Final Lecture
Computer Graphics Material Colours and Lighting
Chapter 14 Shading Models.
Computer Animation Surface Materials.
Shading and Surface Characteristics
Presentation transcript:

UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Materials and Textures Maps

UFCEKT-20-33D Modelling and Animation Agenda Purpose of Materials and Texture Maps Material Types and Attributes Texture Maps The Hypershade Classic Shading Algorithms

UFCEKT-20-33D Modelling and Animation Materials and Texture Maps Geometry is only one aspect of creating a realistic object or environment Apply materials and textures is an essential aspect of creating realism in a scene Using materials and textures can create attributes such as colour, transparency, and shininess of an object. Materials are referred to as shaders in Maya Materials control how the light interacts with the an object’s surface Material nodes may be combined to create a shading group Shading group applied to an object to achieve desired surface characteristic Textures are image files that can act as input nodes for the various material attributes including a relief texture node that defines its surface as a bump map Properties of materials and texture nodes can be viewed in an interface called the Hypershade

UFCEKT-20-33D Modelling and Animation Materials Types Anisotropic. This material has elliptical specula highlights Blinn. Provides soft circular highlights and is good for metallic surfaces Lambert. This material has no highlights and is useful for cloth and non- reflective surfaces Layered Shader. Combines several shaders into one single shading object Phong. Provides hard circular highlight and is good for glass surfaces Phong E. Similar to Phong, but optimised to render faster Shading Map. This material allows for colour changes to the rendering which provides cartoon shading Surface Shader. Provides a connection to a surface material attributes Used Background. Allows for adjustment and control of an objects shadows and reflections

UFCEKT-20-33D Modelling and Animation

UFCEKT-20-33D Modelling and Animation

UFCEKT-20-33D Modelling and Animation

UFCEKT-20-33D Modelling and Animation

UFCEKT-20-33D Modelling and Animation

UFCEKT-20-33D Modelling and Animation

UFCEKT-20-33D Modelling and Animation Materials - Basics Anisotropic - surfaces with micro faceted grooves and specula highlights, e.g hair stain and CDs have anisotropic highlights Lambert - matt surfaces - no specula highlights good for matt surfaces - e.g paper Blinn - good specula highlights - Good for glass and metal surfaces Phong - good specula highlights - Good for plastic surfaces

UFCEKT-20-33D Modelling and Animation Classic Shading Algorithms Gouraud Shading, named after Henri Gouraud, is a method to simulate the differing effects of light and color across the surface of an object. Gouraud shading is used to achieve smooth lighting on low-polygon surfaces without the heavy computational requirements of calculating lighting for each pixel. Gouraud first published the technique in Gouraud Shading

UFCEKT-20-33D Modelling and Animation Classic Shading Algorithms The Phong interpolation method works better than Gouraud shading when applied to the Phong reflection model or to any reflection model that has small specula highlights. This methods were developed by Bui Tuong Phong, who published them in his 1973 Ph.D Thesis at the University of Utah. Phong Shading

UFCEKT-20-33D Modelling and Animation Texture Maps Image files can be ‘mapped’ to geometry to provide authentic surface detail and characteristics. Mapping is controllable through the attribute editor for placing textures on objects. Texture maps are also useful for providing a look for an object where a high level of detail is not required for an objects geometry - brick walls, guitar fret board for example. Texture maps can also be used to replace distant geometry where level of detail (LOD) is such that it permits the substitution of the geometry with a textured primitive object. Texture maps can themselves be combined with other shader nodes to provide layered texturing characteristics to achieve the desired modelling effect

UFCEKT-20-33D Modelling and Animation U V Mapping UV Mapping is the process of mapping a 2D coordinate grid to a 3D model the U maps in the x plane and the V maps to the y plane The 2D grid is associated with a corresponding image file to place on the model A single image can contain several component images which ‘map’ to regions on the 3D model Maya provides facilities to create a Photoshop.psd within the Maya environment which can then be edited within Photoshop to create the desired image map and then view the updated image inside Maya UV mapping is often used within games to apply the artwork to polygon geometry within the game environment

UFCEKT-20-33D Modelling and Animation UV Texture Mapping Example

UFCEKT-20-33D Modelling and Animation Environment Mapping Environment mapping is where an image is used to map onto a surface to give the effect of the surface reflecting the surrounding environment. Image to be used as an environment map

UFCEKT-20-33D Modelling and Animation Environment Mapping surface image to use as environment map

UFCEKT-20-33D Modelling and Animation Environment Mapping Result Renderer: Maya Software Format:.tga 1024 x 768

UFCEKT-20-33D Modelling and Animation Environment Mapping Result Renderer: Mental Ray Format:.tga 1024 x 768