Introduction to Computer Aided Modeling Instructor: Brent Rossen CGS 3220 Lecture 4 Shaders, Textures, and Light.

Slides:



Advertisements
Similar presentations
Where to get Blender for Free! Download from Blender.org and run the installer.
Advertisements

Digital Art and Creativity  3D Image and Animation Software  Used to make Movies  Pixar  Dreamworks  Large and Complicated Program.
Blender: Introduction, Modelling and Exporting 4076/GV07: Virtual Environments (VE) MSci 4th year, MSc VIVE, EngD Will Steptoe Room 6.22, Computer Science.
By Aaron Proia and Matthew Copenhaver.  For this presentation, we will be walking you through two processes that are commonly used in Photoshop.  These.
Image Editing Pertemuan Matakuliah: L0182 / Web & Animation Design Tahun: 2008.
EXCEL Spreadsheet Basics
SE 313 – Computer Graphics Lecture 13: Lighting and Materials Practice Lecturer: Gazihan Alankuş 1.

Google SketchUp Castle
Key Applications Module Lesson 12 — Word Essentials
Microsoft ® Office PowerPoint ® 2003 Training Playing movies [Your company name] presents:
Text Boxes and WordArt Guided Lesson.
With Alex Conger – President of Webmajik.com FrontPage 2002 Level I (Intro & Training) FrontPage 2002 Level I (Intro & Training)
1 Creating Icons for Commands When there is not an icon related to a command in your toolbars, you will see a question mark (?). No preview available …
SE 313 – Computer Graphics Lecture 11: Projection Painting and Merging Textures Lecturer: Gazihan Alankuş 1.
SE 313 – Computer Graphics Lecture 10: More Modeling and Texturing Lecturer: Gazihan Alankuş 1.
UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Materials and Textures Maps.
CSE 380 – Computer Game Programming Introduction ITS 102 – 3D Modeling for Games Blender's User Interface.
MICROSOFT WORD GETTING STARTED WITH WORD. CONTENTS 1.STARTING THE PROGRAMSTARTING THE PROGRAM 2.BASIC TEXT EDITINGBASIC TEXT EDITING 3.SAVING A DOCUMENTSAVING.
Lehigh University Introduction to Flash MX Sharmeen Mecklai.
Color Correct and Remove Keystoning A minimalist approach to photographing your art By Paul Marley.
Programming with Alice Computing Institute for K-12 Teachers Summer 2011 Workshop.
EEC-693/793 Applied Computer Vision with Depth Cameras Lecture 13 Wenbing Zhao
Introduction to Maya. Maya’s Layout User Interface Elements In Maya, you can tear off menus to create separate floating boxes that you can place anywhere.
© 2011 Delmar, Cengage Learning Chapter 16 Annotating and Automating an Image.
Chapter 16 Annotating and Automating an Image. Chapter Lessons Add annotations to an image Create an action Modify an action Use a default action and.
Main Navigation  Similar to Unity 3D  Unlike Unity it is a right handed coordinate system  Used to determines whether a positive rotation is clockwise.
Getting to Know InDesign
1. Press the New Layer Button 3. Double click names to re-name Ball & Shadow layers 2. Click to change to 12 fps Step 1.
Introduction to Computer Aided Modeling Instructor: Brent Rossen CGS 3220 Lecture 5 Animation Basics.
SE 320 – Introduction to Game Development Lecture 3: Unity’s Interface and Concepts Lecturer: Gazihan Alankuş Please look at the last two slides for assignments.
CGS 3220 Lecture 2 Introduction to Computer Aided Modeling Instructor: Brent Rossen Graham Clark.
Chapter 4 Working with Frames. Align and distribute objects on a page Stack and layer objects Work with graphics frames Work with text frames Chapter.
I. Getting Started with the Interface Microsoft ® Windows ® Movie Maker.
 To begin you first need to sign up to Weebly by going to or alternatively and we will create an account.
Maya 8 at a Glance Chapter 4: Creating Textures. Shaders 2 Lambert: No highlights Phong: Distinct specular highlights Phong E: Greater controls for softer.
Design Studies 20 ‘Show Off’ Project How to make a computer monitor In Google Sketchup By: Liam Jack.
A skills approach © 2012 The McGraw-Hill Companies, Inc. All rights reserved. powerpoint 2010 Chapter 4 Managing and Delivering Presentations.
Adobe Photoshop CS5 – Illustrated Unit A: Getting Started with Photoshop CS5.
Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3.
Creating a Silhouette in Illustrator. Go File>Place and place the photo on the artboard. Select the photo and click Live Trace (its on the tool bar right.
© 2011 Delmar, Cengage Learning Chapter 4 Working with Frames.
Photoshop Actions Lights, Camera, Actions in Photoshop.
XP Tutorial 3 Creating Animations. XP New Perspectives on Macromedia Flash MX Elements of Animation Layers are used to organize the content of.
Lesson 4 Photoshop Basics. What you’ll learn Combining images Understanding document settings Removing backgrounds Saving files.
Learning the Basics of ArcMap 3.3 Updated 4/27/2010 Using Arc/View pt. 1 1.
Word and the Writing Process. To create a document 1.On the Start menu, point to Programs, and then click Microsoft Word. A new document opens in Normal.
CIS 205—Web Design & Development Flash Chapter 3 Working with Symbols and Interactivity.
Adobe Photoshop CS5 Chapter 3 Working with Layers.
Desktop Publishing Lesson 1 — Working with Documents.
Key Applications Module Lesson 12 — Word Essentials Computer Literacy BASICS.
1© 2009 Autodesk Hardware Shade – Presenting Your Designs Hardware and Software Shading HW Shade Workflow Tessellation Quality Settings Lighting Settings.
EEC-693/793 Applied Computer Vision with Depth Cameras
EEC-693/793 Applied Computer Vision with Depth Cameras
Rendering, Cameras & Lighting
KeyShot Lesson How to create “Internal” Lighting
MATERIALS Chakrit Watcharopas Reference:
EEC-693/793 Applied Computer Vision with Depth Cameras
Animation Workshop Week 2
Chapter 2 Adding Web Pages, Links, and Images
DGMD45: Introduction to 3D Art and Animation
Learning the Basics of ArcMap 3.3 Updated 4/27/2010
Introduction to 3D Art and Animation
Introduction to 3D Art and Animation
Assignment 10 A Flag on the Ocean.
EEC-693/793 Applied Computer Vision with Depth Cameras
University of Warith AL-Anbiya’a
Presentation transcript:

Introduction to Computer Aided Modeling Instructor: Brent Rossen CGS 3220 Lecture 4 Shaders, Textures, and Light

Overview Working with the menu-less UI Working with the Hypershade Creating shading groups Texture mapping an object Creating basic lighting Rendering a single frame

Getting Serious So far we’ve been making use of numeric input fields, menus, and other UI elements. With this lesson, let’s pretend we’re hard core and hide all the menus while relying on the hotbox and hotkeys. Open our file from last time Resave it as litGarage.mb

Turn off all menus After we hide the menus, to access them we’ll hold spacebar to evoke the hotbox Hold spacebar now, click on Hotbox Controls Select Window Options  Show Main Menubar: off  Show Pane Menubars: off (windows only) Display > UI Elements > Hide UI Elements Now we’ve got a much larger and cooler looking workspace. Which should allow us to forget the computer and focus on Modeling and Animation.

Menu-less Navigation Change the Panel Organization  Evoke the hotbox by holding the spacebar  Click the area above all the menus to apply the north Marking Menu  Select Hypershade/Render/Perspective  Hypershade: where you build shaders  Render: where you see the output  You can drag the divisions between the windows to change the size of each window

Menu-less Navigation Cont… Each of the four cardinal directions in the hotbox has its own Marking Menu  You can edit the contents of the Marking Menus from Window > Settings/Preferences > Marking Menus Open the attribute editor  Display > UI Elements > Attribute Editor or Ctrl+a  Use the attribute editor to update shading network attributes. You can also access most of the same channels as are available in the channel box

Important Hotkeys Spacebar: hotbox/window popping Ctrl+a: Show/hide attribute editor F: frame selected A: frame all Q: pick tool W: move tool E: rotate tool R: scale tool T: show manipulator tool Y: invoke last tool G: repeat last command Alt+v: stop/start playback Alt+shift+v: go to first frame  For the complete list – or to change hotkeys: Window > Settings/Preferences > Hotkeys

Shading Networks To add colors and texture we’ll use shading networks Shading Network: contains materials, textures, lights and geometry to create a desired look. The Hypershade panel has:  Create Bar: allows you to create material nodes  Hypershade Tabs: list all nodes in the scene  Work area: where you can look more closely at a particular shading network’s graph

Hypershade We’ll use the hypershade to create materials that define the look of the boxes, shelves, lamp, door, and door knob.

Create Blinn RMB in the materials area and Create > Materials > Blinn  Or click the checkered button to open the create tab, and select blinn from there You can see that a blinn shading node is added to the materials area Blinn: a material node that gives you special control over a materials highlights. Very good for Metals and other shiny objects.

Assigning the Blinn Double click the blinn node, and the attribute editor will pop up (or ctrl+a). Rename the blinn to lampMat Let’s edit the color attribute first. Double click the gray box next to color in the attribute editor. Choose any color you want, and hit accept MMB+drag the lampMat onto your lamp, or select the lamp, RMB the lampMat and Assign material to selection

Softer Lamp In the perspective window, notice how the lamp appears very polygonal, perfectly showing every edge. To create a slightly smoother effect, without adding geometry, we’ll just turn on Soft Edges. With the lamp selected, Edit Polygons > Normals > Soften/Harden You can see now that we have smoother edges, try different angles from the options box

Wire Material RMB in the work area > Graph > Clear Graph  If there was anything in the work area, it would be removed Create a Phong material, change the color to black  Phong mats have a plastic look to them Change the name to wireMat Select the wire and RMB wireMat > assign material to selection Assign Material to selection can be used with multiple selected objects

Bulb Material Create a Lambert material, with a yellow color and rename it bulbMat Change the incandescence color to dark yellow Lambert Materials: good for anything that doesn’t have strong specular highlights, such as clothing, paper, and other fibers.  Adding incandescence flattens the material and makes it appear to glow, though it does not actually give off any light.

The Bulb Create a basic NURBS sphere, rename it bulb and place it in the lamp Assign the bulbMat to the bulb

Creating a procedural texture Map Click the clear graph button (looks like an eraser) Let’s give the boxes a texture Create a Lambert and name it boxMat Create > 2d Texture > grid MMB drag the Grid icon onto the boxMat  Select color on the box that pops up Click the Rearrange Graph button

Crate Material Assign boxMat to one of the crates Activate the perspective window, Hotbox > Shading > Hardware Texturing (hotkey 6)  Warning: be careful with hardware texturing, it can significantly reduce machine performance Double click the grid1 node, change the line and filler color to whatever you want

Changing the Mat Click the “place2dTexture1” tab on in the attribute editor Change Repeat U and V to 2

Display the whole shading group With the grid selected, click on Input and Output Connections You can MMB wheel to zoom in and out, most of the same controls that work for the main view, work for all other windows Press ‘a’ to frame all lambertXSG is the connection from the boxMat to the crate

Creating a file texture map You’ll often want to use a texture file instead of an internal procedral texture object These can be created using Photoshop, Gimp, or any other 2d package Create a Phong rename it crateMat Open the attribute editor with crateMat selected Click the Map box next to the color attribute

Assign Texture Click the folder button, and select your image  Be sure your image is already in the sourceimages folder so you can find it easily Apply crateMat to one of the crates If you make changes to the image outside of maya, just hit the reload button on the file texture Normally, textures won’t look good at first, but we got lucky this time

Test Render Since the perspective window size can change dramatically, let’s use the resolution gate to see what will actually be rendered Activate the perspective window > Hotbox > View > Camera Settings > Resolution Gate Dolly in so that the image is well framed. You’ll probably want to be looking towards the boxes to get everything in view RMB the render window > Render > Render > persp

The Rest of the Room Our shelves are still gray, so let’s apply a texture to them Create lambert, rename shelfWood Map a file texture, select a wood texture (find it next to this lecture on the web page) Assign shelfWood to the shelves The door is just a red blinn, and the handle is a yellow-orange blinn Render again, click the clapboard button

Default Light Test Render

Add a bulb light We’re still using the default lighting, which looks very flat Create > Point Light Rename it lampLight, put it inside the bulb Open the shadows tab, check use depth map shadows Render, why don’t we see anything but the bulb? Select the bulb, open Render Stats, uncheck cast shadows

Test Render 2

Add a floor light That’s better, but it doesn’t show us nearly enough. The lamp shade is blocking everything. Let’s put another light on the floor to simulate reflected light. Turn the floorLight intensity down to.3, Turn on shadows Turn the lampLight intensity to.5 Now we have some very dramatic night-time shadows

The Lit Room

Conclusion Save your scene! We’ve now covered the basic concepts of texturing, lighting, and rendering. We went over materials, procedural textures, file textures, lights, and rendered a single frame to preview the look of the Shaders and lights. Next time, we’ll go over the basics of animation.