Sunday, 28 February 2010
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Saturday, 27 February 2010
Friday, 26 February 2010
Maya Tutorial - Texturing and shading
Color The default material color. If the transparency value is 0(black),the surface is totally opaque; if the transparency value is 1(white),the surface is totally transparent. If you change transparency from the default black ,the background of the material's hypershade swatch becomes a checked pattern .This is not a visual aid and is not rendered. Uses Black by default. As the ambient color becomes lighter, it affect's the material's color by lightening it and blending the two colors. The color and the brightness of light that a material appears to be emitting. The default color value is 0. Makes the surface appear more rough or bumpy by altering surface normals according to the intensity of the pixels in the bump map texture. A bump map does not actually alter the surface. Gives the material ability to reflect light in all directions. The diffuse value acts like a scaling factor applied to the color setting-the higher the diffuse value, the closer the actual surface is to the color setting. Gives the material the ability to transmit and diffuse light. Light falling on a translucent surface is first absorbed beneath the surface and then diffused in all directions. The slider range is 0 to 1. Surface Material Attributes The color of shiny highlights on the surface. A black specular color produces no surface highlights. The default color value is 0.5. Gives the surface the ability to reflect its surroundings or the reflected color. The default color value is 0.5. Represents the color of light reflected from the material. This can be used to tint a reflection. Fig 5-3 Surface Materials Represents surfaces with grooves, such as cd or feathers etc. Anisotropic material (such as Phong or Blinn)reflects specular light identically in all directions.If you spin an isotropic sphere, its specular highlight remains still. Determines the overall roughness of the surface. The range is 0.01 to 1.0.The default is 0.7.Smaller values correspond to smoother surfaces and the specular highlights are more concentrated. A fresnel is a flat lens consisting of a number of concentric rings that reduces spherical abnormalities. The Fresnel index for water is 1.33.Value range from 1.0 to 20.0. If on, Maya automatically calculates Reflectivity as a fraction of roughness. Reflectivity is on by default. Blinn Attributes Color The base color of the surface. Transparency Adjusts the surface opacity. You can use colors to create a tinted glass effect. Ambient Color Adds to and blends with the color value. Incandescence A simulation of emitted light. At low values, it tints and self-illuminates the material, and at high values, it overtakes the material's color and becomes self-illuminated. Diffuse By default, it's set to 0.8, which dulls down the color value you've set. Translucence A special effect in which light is absorbed and scattered as it passes through an object, useful for simulating materials such as frosted glass. Translucence Focus Controls how light scatters from the surface. Eccentricity The width of the highlight, simulating how polished or rough the surface appears. Specular Roll Off The brightness/intensity of the highlight. Specular Color The color of the highlight; usually set to white or a gray value. Reflectivity The strength of reflections on the object. Reflections can be raytraced or use texture maps. Reflected Color For Blinn, the color swatch and slider have no effect. However, when a texture map is applied, it appears to be reflected by the material. Lambert Represents matte surface(such as chalk,matte paint,unpolished surfaces) with no specular highlights. The initial shading group uses a lambert material. Layered Shader Attributes Represents a single surface material composed of several different surface materials layered on top of one another. Transparency By default the material is semi-transparent. Composites the layers using a layered shader or layered texture mode. Helps you distinguish the objects assigned to a layered shader in the views. Phong Attributes Represents glassy or glossy surfaces with a hard specular highlight. This feature is available to the phong material. Controls the size of shiny highlights on the surface. The default value is 20. Phong E Attributes A simpler version of the phong material. The specular highlights on the Phong E surfaces are softer than those on Phong Surfaces and Phong E surfaces render faster than Phong surfaces. Controls the specularity focus. Controls the amount of specular highlight. Controls the specular highlight color. The default value is white. You can also map a texture to this value. Shading Map Attributes Represents a color map you apply to surfaces after they are rendered.The shading map material is useful for creating non-photorealistic effects(cartoon shading)or to highlight threshold values in a rendered image. Defines the color of the material. The default is gray. You can map any material to the shading Map material. Surfaces Shader Attributes A wrapper node, meaning you can connect any keyable attribute to this shading group and then connect the shading group to an object. The color of the material .The default is black. The transparency of the material. The default is black. The glow color of the material. The default is black, without glow. Use Background You use it to set the object's Matte channel to 1 or 0, or create a matte for shadows and reflections on the surface. This material applies the same color as the objects in the background image to stand -in-surfaces. Adjust the Use Background material's to the light ,shadows, reflections and the geometry placement in the scene. Texture Mapping Normally, a texture refers to applying a 2D image around a 3D surface, rather like wallpapering a curvy surface. Because a 2D image can be stretched, wrapped, and projected onto a surface in many different ways. Mapping coordinates, also known as UV coordinates. For NURBS, parametric mapping is inherent to the surface and this is typically what's used. Parametric mapping is the 0 to 1 coordinate system that NURBS uses to map textures across its surfaces. It makes sure that the textures stay mapped to the surface like a decal, even if the geometry is deformed. For polygon surfaces, mapping is normally applied by projecting 2D maps across the 3D surface in one of several ways: planar, cylindrical, spherical, and a special method called automatic mapping. Fig 5-4 Mapping projection Procedural Maps In addition to applying an image or movie to a surface, Maya has other texture types called procedural textures. Many patterns, such as bricks, tiles, and gradients, are so repetitive that they can easily be represented by an equation. By using special forms of seemingly random values, many natural effects can be simulated mathematically: Marble, leather, water, granite, and many other complex and random textures are included with Maya as procedurals. Maya's procedural textures come in two varieties: 2D and 3D. You can think of the 2D procedurals as a calculated form of a bitmap.When 3D procedurals are applied, however, they exist throughout 3D space, and object surfaces define where you see the texture. It's like carving the object from a block of the material.Procedural textures have several benefits. Because they are formula based, their parameters can be adjusted to instantly synthesize all kinds of different effects. Maya's 2D procedurals can be divided into two categories: regular patterns and noise patterns. The regular patterns include Grid, Checker, Bulge, Cloth, and Ramp. With these patterns, you can create tiles, bricks, and many other man-made repeating effects. Noise patterns include Fractal, Mountain, Noise, and Water. These psuedorandom textures are excellent for creating the complex "dirty" surfaces common in nature. All the 3D procedurals but snow are random types. Some, such as wood and marble, clearly imitate nature. However, all are excellent for synthesizing random effects. Assigning material to surfaces The following lists a few quick ways to assign a material to a surface. or or Transparency
Ambient Color
Incandescence
Bump Mapping
Diffuse
Translucence
Specular color
Reflectivity
Reflected color
Surface Material
Anisotropic
Roughness
Fresnel Index
Anisotropic Reflectivity
Compositing Flag
Hardware color
Cosine power
Roughness
Highlight Size
Whiteness
Shading Map Color
Shader
Out color
Out Transparency
Out Glow Color
Attributes
Mapping Coordinates
2D Procedurals
3D Procedurals
To apply a material to several surfaces from with Hypershade
To apply a material to a group of faces on a polygonal surface
Tuesday, 23 February 2010
where am I - update
Things i have left to do.
Tracking
Animating
lighting
Achieved
modeling bike
some lighting
tracking lighting wall for bike
storyboard concepts
editing movie
chosen movie clip
research
timeline
brief
If I had to do this project again I would defenatly finish modeling earlier and spend more time on tracking and lighting. Hey...but lets not forget lost two weeks at the beginning with snow!!!
good tip from Alex - Lighting
Made it worth while going in today just spending 10 Min's with Alex..........Alex showed me How I could get the window parallel to mirror on the other side. Problem I had was if I duplicated and rotated the shape wouldn't be right. what I needed was to duplicate the shape and some how blow it out so that the convexed shape was also convexed on the other side......if that kinda makes sense....anyway....the simple answer was to duplicate the shape move to where I wanted and on the x axis put a minus and that makes a concave into a convexed! Nice one Alex it's these things that really help.
Also By adding the light strip as the model moves - select c.v curve tool - straight line - duplicate - surfaces - Loft remembering to deselect the object...remember to label in the channel box. up arrow selects all the objects - make sure you select this when moving........I applied shader Incandescence in blue - made two torus scaled it down for the wheels.......pretty cool........
Really appreciate the advice..