Business and Computing Deanery Multimedia Week 16 3D modelling.
Business and Computing Deanery 3D Modelling Tools Week 8 Introduction to materials.
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Transcript of Business and Computing Deanery 3D Modelling Tools Week 8 Introduction to materials.
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Last week Boolean Mesh modelling
Working from a graphic Working with sub-objects
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This week materials Materials
Shaders Rendering Colours Shininess Self-illumination
Not textures, or bitmaps or maps
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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?
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Concepts Consider modelling a brick wall Can you think of three ways to do it? Which would look best?
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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
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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
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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?
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Material editor Materials
Defined Created Applied
Sample shots Parameters
Shaders Maps
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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
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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?
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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
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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.
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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
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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
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Anisotropic highlights The Anisotropic
shader creates surfaces with elliptical highlights
Good for modelling hair, glass, or brushed metal
3ds max v7
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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.
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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.
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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
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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
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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
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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
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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
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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
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Activity Make and apply a partially
transparent material Make and apply a self-illuminated
object Render to a JPEG Export to Turntool
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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
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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.
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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
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Impendent study Directed reading 3DS Max 7 Bible
Read Chapters 3, 20 and 21
Portfolio 5 Tutorials
Introduction to Materials and Mapping PP 1-19
Work on model A