Basic Rendering Techniques Part B
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1 Basic Rendering Techniques Part B
2 Using Materials in 3d Max The simplest method for changing g the default gray color of a 3d object is to apply hue to the object using the diffuse color feature. The physical qualities can then be changed by using the attributes below the color swatch.
3 Specularity will make the object appear shiny. This feature can be adjusted to show how shiny or dull a surface will look in 3D. Certain default materials will have their own built in specularity properties such as ceramic tiles.
4 There are a several features that can be applied to any texture. Different divisions of colors and characteristics can make any texture unique and believable. Defaults such as a checkered pattern can be used to make interesting variations to a simple texture.
5 Reflective properties will give a 3d object the ability to mirror the surrounding environment. The default settings can be changed to resemble real world materials such as metals like chrome, copper and even transparent material like glass, etc.
6 Transparent properties will allow light to pass through an object and by adjusting the transparency, the translucency and refraction controls, can make glass to appear real and make liquids have the illusion of depth.
7 Basic Light systems in 3D Max
8 Default lights Default lights are always present in a 3d scene until they are replaced with specific lights or turned off in the lighting parameters. The defaults can be set to display one of two lights that will not appear in the scene. Notice there are no shadows being cast from the objects in the scenes.
9 Directional lights Directional lights are used to simulate sun light and can be used to show the time of day and color temperature of the light source ( sun or moon). The shadows will appear hard and somewhat fake when compared to a real scene that is sun lit. Good lighting i is essential to make a 3D environment look believable. Directional light rays will appear to have parallel rays from the light source.
10 Omni lights Omni lights are used primarily for one purpose- to add overall light in the scene. Care must be taken when using omni lights because they can easily result in overexposure and washing out the 3d scene. Omni are not to be used as the primary light source in the scene.
11 Photometric lights Photometric lights were introduced to 3d Max in the earlier Max 8 and 9 versions. They present a more realistic feel than most standard lights in Max with the exception of more advanced light systems that require a greater understanding and control. Notice the natural colors being reflected back in the shadow areas of the objects. The principle use of this light system is simulate the way light bounces back to the light source from the objects the light is reflecting off of in the scene.
12 Spot lights Spotlights appear as a cone of light that have hot spot and falloff (soft edge or hard edge) attributes of the light cone. This type of light can be used in multiple ways and is used in production extensively since it has several features to control the shadows, the cone width and strength of the light source(plus it renders quickly). Spotlights are commonly used as artificial lights such as lamps, overhead lights and is usually combined with other lights to add realism to a scene.
13 Rendering 3D objects Rendering involves two basic processes; prerendering to determine the look of the material and texture, t and post-rendering which is the final rendering stage. There are several tools to use in both phases; A. Previewing gpresets B. Final rendering options
14 Previewing presets Preview window options can be changed to minimize the rendering times. Rendering presets can be used to change between different lighting g effects. F-9 is the shortcut for rendering.
15 Final Rendering options The final rendering option can be used to set up a single frame for a still image, or multiple fames for an animated movie. F-10 bi brings up this option. When a final rendering is desired, a file of the rendering must be saved and stored.
16 Critique Explain the use of rendering techniques for the 3d image below.
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