TUTORIAL 7: Global Illumination & Ambient Occlusion

Size: px
Start display at page:

Download "TUTORIAL 7: Global Illumination & Ambient Occlusion"

Transcription

1 TUTORIAL 7: Global Illumination & Ambient Occlusion The goal of this short tutorial is to introduce a few select aspects of mental ray so that you may consider incorporating them in your projects if appropriate. These include global illumination and ambient occlusion. We ll focus on the key attributes that are useful in optimizing each, and use different scenes to simplify and facilitate the demonstration of each effect. We ll also explore another feature of mental ray the approximation editor that is unrelated to lighting. Global Illumination Global illumination ( GI ) is a method of indirect lighting photons are emitted from one or several light sources and are bounced around your scene. As they hit surfaces with a diffuse light component to their shader, they bounce off that surface and in the process accumulate color as well (i.e. color bleeding ). Objects that bounce photons become secondary light sources in themselves. The following simple example shows you how to enable GI in a Maya scene and, in particular, how to optimize GI settings to achieve a smooth lighting result. Geometry set-up To demonstrate the GI effect, we ll model a simple forked tube that has a spotlight inside one of its side branches. The main trunk of the tube will have no lights and will therefore only be lit from the spotlight emanating from this side tube. Without GI, the spotlight will cast a single area of light inside the tube with GI enabled, however, photons emitted from the spotlight will hit the wall of the tube and then continue to bounce thereby extending the area of illumination inside the tube. This basic set-up will help to exaggerate GI s contribution to lighting in a scene (an effect that can otherwise be very subtle). We ll begin by modeling the forked tube using polygons and explore how mental ray s approximation editor can take care of smoothing the surface at render without the need to convert to subdivision surfaces. 1. Create a polygon cube at the origin and set the scale x y z to 6 6 & 60 respectively. Set the subdivisions depth to 12. Scaled cube. cube smoothened with 1 division 2. Smooth the cube once (i.e. 1 subdivision only using the default settings). 3. Select a few faces (see image on the right) such that you have 2 that are on the same side and 1 face apart and offset by 1 row (the idea is to select faces that are not too far apart or the selected faces on one side (one more selected on other side) 1

2 indirect lighting will not reach far enough to light the extrusions/forks you will create from these faces). 4. Extrude the faces (make a small extrusion first that scales the face in and out a bit and then a second extrusion that pulls out the face quite a bit see figure on right). 5. Now create a new camera and rename RENDERCAM look through it, turn on its resolution gate (the default 640 x 480 is fine) and position it inside the main tube such that it sees the openings of the 3 extruded faces (it s already inside the main tube by default, but rotate it a bit to off-center it). extruded faces At this point if you were to fire a render, by default the Maya software renderer would launch and you would automatically get Maya s default light turned on for you to avoid returning a black render of your scene. Next we ll add a spotlight inside the top right extrusion (from the RENDERCAM s point of view in the image to the right). RENDERCAM set-up inside the tube with 3 openings visible Create the spotlight (using default settings) then move it with the transform/move manipulator (or simply look through selected and then use your camera motions to position it) so that it faces down the side tube towards the main trunk (see image on right). Approximation Editor Before we set-up GI lighting let s take quick look at mental ray s approximation editor. This allows you to override Maya s tessellation for objects with instructions derived from mental ray. The powerful thing about this method is that it all happens at render time - so there is no need to use a higher poly-count version of your model or to convert it to a subd model. scene set-up with spotlight inside the an extrusion To open the approximation editor, go to Window -> Rendering Editors -> mental ray -> Approximation Editor. The window that opens gives you a few choices depending on the type of geometry you want to add a surface approximation to. For our purposes, select your polygonal object and click on the Create button that is in the second panel labeled Subdivisions (Polygon and Subdiv. Surfaces). Nothing seems to happen other than the Create button becomes grayed out. If you look through your Approximation Editor: finding it (above) & the options window (below) Finding the Approximation Editor 2

3 perspective camera, frame one of the extrusions on your main tube and render it (with Maya software), you ll see the expected boxy appearance. Now switch the renderer to mental ray in the render settings, render again, and the model now appears smooth (as if it had been converted to a subd surface). If you look closely, you ll notice that there are still some visible edges that might be nice to remove. To access the settings for the surface approximation that mental ray calculates at render time, either go back to the approximation editor, select the surface and click the Edit button, or select the surface in the viewport and open the Hypergraph:Connections window and click on the mentalraysubdivapprox1 node. In both cases, this opens the settings in the Attribute Editor the key setting is the N Subdivisions value: set it to 4 to smooth out the approximation even more and rerender to make sure you are satisfied with this value (see image on the right). Now if you go back and look through the RENDERCAM and fire a render, you ll notice that the pattern of light cast by the spotlight on the inside of the main tube wall is smooth (due to mental ray s surface approximation). However, there is no secondary/indirect light in the scene, so only regions that are directly hit by the spotlight rays are lit and the rest of the geometry is dark. Approximation Editor settings are used increase smoothness The approximation node can be selected in the Hypergraph Render of the inside of the main tube without GI Increasing the N Subdivisions value yields even smoother results 3

4 Enabling Global Illumination Now that the geometry is set-up and you have a spotlight illuminating the inside tube, we need to start emitting photons from this light so these will bounce around inside and extend the illumination. Notice that in the current render, the other openings created by your extrusion are not visible because the rest of the scene is completely black the goal of our GI set-up will be to use indirect illumination to reveal the opening of the other extrusions you created in the main tube. There are 2 places to enable GI in a Maya scene: the light source and the render settings. With the light source settings you control the number and intensity of the GI photons emitted. In the render settings, you control the radius of the photons and the accuracy of the GI effect. Enabling GI in the mental ray section of the Light Attributes Select the spotlight and let s begin by making a few adjustments to the main Attributes before we enable GI: change the decay to quadratic (which is closest to the behavior of real physical light), set the Penumbra Angle to 10 and increase the intensity to 20. We can come back and adjust these settings after we have worked with GI. In the mental ray panel of the attribute editor, under the Caustic and Global Illumination section, click the Emit photons checkbox. Now open the render settings and, under the mental ray tab, go the Caustics and Global Illumination section and click on the Global Illumination checkbox. GI is now on try rendering the scene from your RENDERCAM. What you should see is a faint indirect lighting effect that s a bit blotchy. Optimizing Global Illumination Optimizing GI in your scene involves a lot of experimentation and tweaking on a number of parameters. The first thing to assess is the pattern of photon boucing in the scene this can be done a couple of ways. There is a utility called the Map Visualizer (at the very bottom of the Caustics and Global Illumination that, when checked, will draw dots for every photon bounce in your viewport. Turn on this option in the render settings and rerender the scene from the RENDERCAM. You should now see a spattering of dots in your viewport. Enabling GI in the Render Settings Opening mental ray s Map Visualizer 4

5 You can customize some of these display settings by going to Window -> Rendering Editors -> mental ray -> Map Visualizer. The window then provides you with options to control the display of the dots in the viewport as well as the direction photons are bouncing around. To enable this feature, increase the Direction scale to 0.2. You can also increase the point size to 3 to make it easier to see what is the photon and what is the direction tail. Feel free to play with the settings to see how they work return the direction scale to 0 and the point size to ~2 before proceeding with the rest of the tutorial. Another way to assess the pattern of photon bounces in your scene is to do it through the rendered image. In the render settings, under the Global Illumination Options, notice that the Radius value is set to 0. This default value lets Maya decide what to make the radius. Change the value to something small like 0.1 and rerender the scene form the RENDERCAM. You should now see the individual photons as little spots of light along the inside of the tube. Clearly this is not the value we will use for the photons in the final image in fact the radius value is one of the settings we will be using to smooth and blend together the illumination generated by the photons. But in this mode, it provides a useful sense of where the photons are landing and, most importantly, whether we have enough. Even though we are starting to the effect we are after (i.e. the other extrusion openings are becoming faintly visible), we will now increase the number of photons. Make sure to save the images you render into memory at every round of rendering to get a sense for the effect of the settings updates. Go to the attributes for the spotlight and, in the mental ray Caustics & Global Illumination section, increase the Global Illum Photons value to 100,000. Rerender the scene overall, the effect is now brighter. There is also a bit more splotchiness on the surfaces. To brighten the GI effect a bit more, increase the Photon Intensity from 8000 to Settings in the Map Visualizer Changing the default Radius value from 0 to 0.1 Now to address the splotchiness, we need to tackle the Radius value and GI Accuracy both in the Render Settings. Increase the Radius to 4 and set the Accuracy to 600. You might notice that a tiny amount of smoothing occurred on the walls lets increase the Radius to 8 and the Increasing the number of photons emitted and increasing the photon intensity brightens the GI effect. 5

6 Accuracy to rerender. This shows marked improvement in terms of removing some of the blotchiness. The typical workflow here is to increase the Accuracy value until you can no longer tell that it makes a difference. Practically speaking, starting with a value of 600 and increasing in increments of 300 should give you a good rule of thumb. Lets increase the accuracy to 1200 and see if it makes a difference even better. It is getting subtle, but definitely still a discernible effect. Keep going to 1500 and rerender. Still barely an effect lets now leave it at Depending on the effect you re after you could now play with Photon Intensity (back in the spotlight attributes) to brighten or lighten the indirect illumination effect. Another element we haven t played with yet is light color. You are used to changing the light color, but remember to consider your indirect light color as well this would be set using the Photon Color attribute. A common way to set this for photorealistic effects is to color pick the photon color from the light color swatch. A final attribute to touch upon the Exponent value determines the fall-off for the photon-generated indirect lighting effect. By default, this is set to 2 which corresponds to quadratic fall-off (a would be a linear fall-off). You can test setting this to 1 and you will notice how much brighter the GI effect spread into the tube (it is also overblown!). Make sure to set it back to 2 before proceeding. Finally, we can start to play with the shader on the tube wall. For tweaking purposes we stayed with a grey to accentuate the splotchy GI effects that are seen during optimization with textured surfaces, one can often get away with lower Accuracy values. Since GI photons pick-up diffuse light on objects, changing this setting on our tube shader should have the effect of brightening the scene. First, apply a new lambert to the geometry and color it light red. Take a render. Now increase the Diffuse setting from the default of 0.8 to 1.5 and rerender the scene. Not only does the whole scene appear brighter, but the indirect illumination now extends further into the body of the main tube. Optimized GI Exponent set to 1 (linear) instead of 2 (quadratic) Adding a new red Lambert with the default Diffuse (0.8) GI can be a powerful lighting approach to add soft, indirect lighting to your scenes. However make sure that it is warranted as you have no doubt noticed, GI means significant increases in render time as well as more time to optimize the effect properly. Increasing the Diffuse value to 1.5 extends the GI effect 6

7 Ambient Occlusion Ambient occlusion is another technique that improves realism in your renders it calculates the degree of occlusion between objects and darkens this region based on the distance between the objects. Unlike the GI process that adds light to the scene by emitting GI photons from light sources (and these photons bounce around picking up color information as they go), ambient occlusion does not take into consideration any lighting information only the proximity of objects to one another. It works by darkening these areas and thereby adds realism by removing light from the scene. There are several ways to get ambient occlusion into your renders either as part of a color pass (i.e. where the ambient occlusion shader is part of a shading network that also takes lights and color into consideration) or as a separate pass generated from a render layer preset. We will begin with the latter as it is simpler to set-up using render layer presets. Open the handheld.ma file that is provided along with this tutorial. You ll notice a device (initially modeled as a polygon and then converted to a subdivision surface) that is sitting a flat surface (the benchtop ). It is also broken into pieces to facilitate applying different shaders in this exercise (see the Outliner). Take a render from the RENDERCAM to see what the default scene looks like. To take advantage of mental ray s out-of-thebox occlusion preset, select all the objects in the scene using the Outliner and go to the render layers section of the channel box column click on the right-most icon (the one with the little blur ball sitting atop a grey layer). This will automatically create a new render layer for you and automatically add all the selected geometry to it. Notice that a default masterlayer is also created for you this contains all of the objects in your scene with their normal or existing lighting shading information. Double click on the new layer (labeled layer 1) and rename it to occlusion. To apply the ambient occlusion setting, RMB-click on the layer and select Presets - Occlusion. This turns all objects in your current viewport to black (if you click on the masterlayer, things return to normal so this is specific to the shading information on this particular layer). Render the scene. Default render of the handheld scene Creating a new render layer and applying the occlusion preset Occlusion preset applied and rendered to all objects in the scene 7

8 Notice the soft shadows that are generated at the base of the device where it is closest to the benchtop. Again, these are not real shadows as we think of them because they are not a result of lighting information simply proximity between geometry. Let s now take a look at how Maya applied the preset and where to find the occlusion pass settings for optimization. The easiest way to access the settings is to click on the blue sphere icon that is to the left of the render layer name. This opens the attribute editor with a surface shader node loaded into it. Notice that ambient occlusion is not a shader per se but a texture in the case of the render layer preset, the texture has been piped into the Out Color channel of a surface shader - the latter is ideal for generating a compositing pass because it returns a constant color value for the underlying geometry to which it is applied (and discards any lighting or other shading information). Indeed, the occlusion pass is typically set to the Multiply blend mode atop other layers in a composite any areas of the pass that are white (i.e. that have a value of 1) will not affect the color pixels values of the underlying passes, whereas darker areas of the occlusion pass (with values less than 1 all the way to 0) will reduce the underlying RGB pixel values and thereby blend in only the shadowed areas. To access the ambient occlusion texture from the surface shader node in the attribute editor, simply click on the upstream connections arrowhead to the left of the word Focus at the top of the attribute editor. The name of the node should now read mib_amb_occlusion. The key attribute to quickly improve the quality of your occlusion render pass is the Samples try bumping this value up from the default of 16 to 64. Now compare the new render to the previous one you should see a marked improvement in the smoothness of the handheld s surrounding shadows (they are now less blotchy ). Also noticed what happened to the render time! Another set-up that is less common for generating a separate render pass is to add the ambient occlusion effect as part of a larger shading network that also includes other types of information (such as color, lighting etc ). The same mib_amb_occlusion node is used as in the render preset but this time it is plugged into the Ambient Color channel of a typical A smoother result is generated by setting the Samples to 64. An example of a composite generated using the occlusion preset render pass mib_amb_occlusion outvalue is connected to ambient color Example of shading network where multiple shaders conveniently draw upon the same mib_amb_occlusion node 8

9 shader like a lambert of a blinn for example. A convenient set-up is to connect the same mib_amb_occlusion node to the Ambient Color channel of multiple shaders (this lets you adjust ambient occlusion settings for all the shaders at the same time). It would be very difficult to achieve this kind of soft surrounding shadows occlusion provides using methods that shoot photons/rays into a scene from lights or cameras because of the number of rays that would be required to enter these increasingly small spaces between objects. Instead, by generating rays from the surfaces themselves, the ambient occlusion texture is able to sample areas of close proximity. Example of a scene where multiple shaders make use of the occlusion texture driving their ambient color channels. Also note that mental ray s ambient occlusion texture can be used for creative effects. For example if you switch the dark and light color swatches in the attribute editor for this texture, the result will be to to generate light patterns in areas of object proximity one can create halo/ghost effects with this technique. Refer to Eric Keller s Abusing Ambient Occlusion: The SciFi Scanner section (p32) in his book Maya Visual Effects The innovator s Guide for a more complete description of how to set up this kind of effect. Inverting the light and dark color swatches in the ambient occlusion texture node and feeding the outvalue of the texture to the incandescence channel of a typical shader (i.e. Lambert) 9

Chapter 11. Caustics and Global Illumination

Chapter 11. Caustics and Global Illumination 11 and Global Illumination Chapter 11 Direct illumination occurs when a light source directly illuminates an object or objects in a scene. Indirect illumination occurs if light illuminates objects by reflection

More information

Ambient Occlusion Pass

Ambient Occlusion Pass Ambient Occlusion Pass (Soft Shadows in the Nooks and Crannies to Replicate Photorealistic Lighting) In this tutorial we are going to go over some advanced lighting techniques for an Ambient Occlusion

More information

Mia Round Corners Node

Mia Round Corners Node Mia Round Corners Node NAKHLE Georges - july 2007 This tutorial describes how to use the mental ray MIA Round Corners node. 1) Create a polygonal cube, and make sure that mental ray plug-in is loaded.

More information

Shadows. COMP 575/770 Spring 2013

Shadows. COMP 575/770 Spring 2013 Shadows COMP 575/770 Spring 2013 Shadows in Ray Tracing Shadows are important for realism Basic idea: figure out whether a point on an object is illuminated by a light source Easy for ray tracers Just

More information

: CASE STUDY: USING MAYA AND MENTAL RAY FOR PHOTOREALISTIC INTERIOR LIGHTING

: CASE STUDY: USING MAYA AND MENTAL RAY FOR PHOTOREALISTIC INTERIOR LIGHTING 2006-1795: CASE STUDY: USING MAYA AND MENTAL RAY FOR PHOTOREALISTIC INTERIOR LIGHTING Marty Fitzgerald, East Tennessee State University American Society for Engineering Education, 2006 Page 11.312.1 Case

More information

TSBK03 Screen-Space Ambient Occlusion

TSBK03 Screen-Space Ambient Occlusion TSBK03 Screen-Space Ambient Occlusion Joakim Gebart, Jimmy Liikala December 15, 2013 Contents 1 Abstract 1 2 History 2 2.1 Crysis method..................................... 2 3 Chosen method 2 3.1 Algorithm

More information

Caustics - Mental Ray

Caustics - Mental Ray Caustics - Mental Ray (Working with real caustic generation) In this tutorial we are going to go over some advanced lighting techniques for creating realistic caustic effects. Caustics are the bent reflections

More information

Chapter 4- Blender Render Engines

Chapter 4- Blender Render Engines Chapter 4- Render Engines What is a Render Engine? As you make your 3D models in, your goal will probably be to generate (render) an image or a movie as a final result. The software that determines how

More information

O Hailey: Chapter 3 Bonus Materials

O Hailey: Chapter 3 Bonus Materials O Hailey: Chapter 3 Bonus Materials Maya s Toon Line For those familiar with toon lines in Maya, you may skip ahead past this section. Those not familiar might find it useful to understand the basics of

More information

Oso Toon Shader. Step 1: Flat Color

Oso Toon Shader. Step 1: Flat Color Oso Toon Shader By default the Oso Toon Shader has most of the same elements of standard Iray Uber Shader, that it is based on. However, there are some additional functions that allow OTS to do some dramatic

More information

LEVEL 1 ANIMATION ACADEMY2010

LEVEL 1 ANIMATION ACADEMY2010 1 Textures add more realism to an environment and characters. There are many 2D painting programs that can be used to create textures, such as Adobe Photoshop and Corel Painter. Many artists use photographs

More information

Deferred Rendering Due: Wednesday November 15 at 10pm

Deferred Rendering Due: Wednesday November 15 at 10pm CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture

More information

ART 268 3D Computer Graphics Texture Mapping and Rendering. Texture Mapping

ART 268 3D Computer Graphics Texture Mapping and Rendering. Texture Mapping ART 268 3D Computer Graphics Texture Mapping and Rendering Texture Mapping Is the way in which a material is wrapped around an object. The default method is UVW mapping (see below). When you drag a material

More information

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info;

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; Maya is an intuitive modelling and animation software that relies on a different set of techniques and strategies than Rhinoceros. It is important to note

More information

Turn your movie file into the homework folder on the server called Lights, Camera, Action.

Turn your movie file into the homework folder on the server called Lights, Camera, Action. CS32 W11 Homework 3: Due MONDAY, APRIL 18 Now let s put the ball in a world of your making and have some fun. Create a simple AND WE MEAN SIMPLE environment for one of your ball bounces. You will assign

More information

Cast Shadows Maya 2013

Cast Shadows Maya 2013 2000-2012 Michael O'Rourke Cast Shadows Maya 2013 Concept Cast shadows are defined on a per-light basis, because shadow-casting computations can be time-consuming Cast shadows are off by default in Maya,

More information

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic. Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary

More information

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural 1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that

More information

THEA RENDER ADAPTIVE BSD ENGINE

THEA RENDER ADAPTIVE BSD ENGINE THEA RENDER ADAPTIVE BSD ENGINE ADAPTIVE (BSD) ENGINE Adaptive (BSD) is the name of the biased engine inside Thea Render. This engine is a biased one (this is why we use the abbreviation "BSD") as it uses

More information

There are many kinds of surface shaders, from those that affect basic surface color, to ones that apply bitmap textures and displacement.

There are many kinds of surface shaders, from those that affect basic surface color, to ones that apply bitmap textures and displacement. mental ray Overview Mental ray is a powerful renderer which is based on a scene description language. You can use it as a standalone renderer, or even better, integrated with 3D applications. In 3D applications,

More information

REU Modeling Course Day 1 pt2 AutoDesk Maya - More Modeling

REU Modeling Course Day 1 pt2 AutoDesk Maya - More Modeling REU Modeling Course Day 1 pt2 AutoDesk Maya - More Modeling Maggie Iglesias Pena iglesias@iastate.edu Workshop Workflow Let s Review last session Creating & Applying Materials Rendering Today s mini goal

More information

Lesson 11. Polygonal Spaceship

Lesson 11. Polygonal Spaceship 11 Polygonal Spaceship In this lesson, you will build and texture map a polygonal spaceship. Starting with a polygonal cube, you will extrude facets until you have a completed ship. You will then be able

More information

Advanced Maya Texturing and Lighting

Advanced Maya Texturing and Lighting Advanced Maya Texturing and Lighting Lanier, Lee ISBN-13: 9780470292730 Table of Contents Introduction. Chapter 1 Understanding Lighting, Color, and Composition. Understanding the Art of Lighting. Using

More information

Intro to Lights & Rendering Maya 2013

Intro to Lights & Rendering Maya 2013 2000 2012 Michael O'Rourke Intro to Lights & Rendering Maya 2013 Concepts You must define lights in order for your scene/models to be visible Same as the real world if there is zero light, you can t see

More information

Think about film & lighting

Think about film & lighting Quiz 3: Textures Camera and Lighting for Animation Hand back Quiz 2 Amy Gooch CS 395: Intro to Animation Summer 2004 Think about film & lighting Reality! Cameras & Viewpoint Lighting in animation Same

More information

Submerge Camera Shader

Submerge Camera Shader Submerge Camera Shader In this tutorial we are going to take a look at a simple scene with a swimming pool and a teapot and we will use the Mental Ray Camera shader called "Submerge" to change the look

More information

AECOsim Building Designer Quick Start Guide

AECOsim Building Designer Quick Start Guide AECOsim Building Designer Quick Start Guide Chapter A17 Rendering 2012 Bentley Systems, Incorporated www.bentley.com/aecosim Table of Contents Rendering...3 The Camera... 3 Materials... 5 Material Palettes...

More information

MR Shaders Dielectric Materials Rendering Glass and Simple Caustics

MR Shaders Dielectric Materials Rendering Glass and Simple Caustics Dielectric Material This shader is a physically based material shader that can be used to simulate dielectric media such as glass, water, and other liquids. The shader uses Fresnel's formulas for dielectric

More information

STARTING COMPOSITING PROJECT

STARTING COMPOSITING PROJECT STARTING COMPOSITING PROJECT This tutorial is divided in two parts: Lighting in Maya and compositing in Nuke. Only describe basics techniques but it is your task to learn them and go beyond. These are

More information

3D Space is one of the most rewarding areas

3D Space is one of the most rewarding areas Lesson 8 206 3D Space Add a new dimension to your animations. In This Lesson 207 enabling layers for 3D 208 moving and rotating layers in 3D space 210 multiplaning effects 212 3D motion paths 213 multiple

More information

Ok, so to get started we will take a look at the settings in the Render setup. If we were to take a render right now this is what we would see...

Ok, so to get started we will take a look at the settings in the Render setup. If we were to take a render right now this is what we would see... Caustics - V-Ray In this tutorial we are going to go over some advanced lighting techniques for creating realistic caustic effects using the V-Ray renderer. Caustics function in V-Ray much like they function

More information

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops. OpenGl Pipeline Individual Vertices Transformed Vertices Commands Processor Per-vertex ops Primitive assembly triangles, lines, points, images Primitives Fragments Rasterization Texturing Per-fragment

More information

Interior space in daylight Elsevier Inc. All rights reserved.

Interior space in daylight Elsevier Inc. All rights reserved. Interior space in daylight Bonus Chapter 1 Day Lighting an Interior Space 1.1 Introduction In this chapter, you will learn about lighting an interior scene while you work on the lighting for the living

More information

Character Modeling IAT 343 Lab 6. Lanz Singbeil

Character Modeling IAT 343 Lab 6. Lanz Singbeil Character Modeling IAT 343 Lab 6 Modeling Using Reference Sketches Start by creating a character sketch in a T-Pose (arms outstretched) Separate the sketch into 2 images with the same pixel height. Make

More information

Autodesk Fusion 360: Render. Overview

Autodesk Fusion 360: Render. Overview Overview Rendering is the process of generating an image by combining geometry, camera, texture, lighting and shading (also called materials) information using a computer program. Before an image can be

More information

Shadows in the graphics pipeline

Shadows in the graphics pipeline Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects

More information

Table of Contents. Part I Introduction 3. Part II Tutorial: Getting Started 3. Part III Models 19. Part IV IPR Parameter Picking 20.

Table of Contents. Part I Introduction 3. Part II Tutorial: Getting Started 3. Part III Models 19. Part IV IPR Parameter Picking 20. Contents I Table of Contents Foreword 0 Part I Introduction 3 Part II Tutorial: Getting Started 3 1 Interface Basics... 4 2 Creating a New... Project 5 3 Interactive Preview... Rendering 6 4 Lighting Basics...

More information

Advanced Maya e Texturing. and Lighting. Second Edition WILEY PUBLISHING, INC.

Advanced Maya e Texturing. and Lighting. Second Edition WILEY PUBLISHING, INC. Advanced Maya e Texturing and Lighting Second Edition Lee Lanier WILEY PUBLISHING, INC. Contents Introduction xvi Chapter 1 Understanding Lighting, Color, and Composition 1 Understanding the Art of Lighting

More information

Max scene used to generate the image from the second pdf in this tutorial.

Max scene used to generate the image from the second pdf in this tutorial. Tutorial covers creating vector drawings from a 3ds max scene and methods for compositing these drawings back into a rendering. Rendering set up is based of the lighting set up from the mental ray/skylight/mr

More information

Chapter 6- Lighting and Cameras

Chapter 6- Lighting and Cameras Lighting Types and Settings When you create a scene in Blender, you start with a few basic elements that will include a camera, but may or may not include a light. Remember that what the camera sees is

More information

Rock Tutorial: Creating A Rock Like Seen In Gears Of War With A Focus On Normal

Rock Tutorial: Creating A Rock Like Seen In Gears Of War With A Focus On Normal http://www.icantbelieveitsnothighpoly.com/tutorials_new.html To view finished product 360 degrees around Instructions // Download: Video (Rotation of Final Mesh)/// (Right click and save) This is an advanced

More information

critical theory Computer Science

critical theory Computer Science Art/Science Shading, Materials, Collaboration Textures Example title Artists In the recommend real world, two the main following: factors determine the appearance of a surface: basic understanding what

More information

Shadow Techniques. Sim Dietrich NVIDIA Corporation

Shadow Techniques. Sim Dietrich NVIDIA Corporation Shadow Techniques Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Lighting & Shadows The shadowing solution you choose can greatly influence the engine decisions you make This talk will outline

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Chapter 17: The Truth about Normals

Chapter 17: The Truth about Normals Chapter 17: The Truth about Normals What are Normals? When I first started with Blender I read about normals everywhere, but all I knew about them was: If there are weird black spots on your object, go

More information

Advanced Distant Light for DAZ Studio

Advanced Distant Light for DAZ Studio Contents Advanced Distant Light for DAZ Studio Introduction Important Concepts Quick Start Quick Tips Parameter Settings Light Group Shadow Group Lighting Control Group Known Issues Introduction The Advanced

More information

CGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing

CGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya topics covered in this chapter include the following: Shader Types Shader Attributes Texturing the Axe Life, Love, Textures and Surfaces

More information

LIGHTING - 1. Note. Lights. Ambient occlusion

LIGHTING - 1. Note. Lights. Ambient occlusion Note LIGHTING - 1 The creation and use of lights varies greatly between the default Blender renderer and the Cycles renderer. This section refers only to simple lighting in the default renderer. Lights

More information

Glass Gambit: Chess set and shader presets for DAZ Studio

Glass Gambit: Chess set and shader presets for DAZ Studio Glass Gambit: Chess set and shader presets for DAZ Studio This product includes a beautiful glass chess set, 70 faceted glass shader presets and a 360 degree prop with 5 material files. Some people find

More information

Lighting & 3D Graphics. Images from 3D Creative Magazine

Lighting & 3D Graphics. Images from 3D Creative Magazine Lighting & 3D Graphics Images from 3D Creative Magazine Contents Introduction Definitions 3D Lighting Basics 3D Light Sources Lighting Controls & Effects Brightness & Colour Shadows Hotspot And Falloff

More information

Text Page 1 Chris Shaw

Text Page 1 Chris Shaw Text 101 www.fridgemonsters.com Page 1 Chris Shaw Copyright and Terms of Use Please leave all references to FridgeMonsters intact in the documentation and code examples. 1. Except as otherwise provided,

More information

diffuse diffuse reflection refraction diffuse mapping diffuse reflection reflection filter mapping mapping reflection

diffuse diffuse reflection refraction diffuse mapping diffuse reflection reflection filter mapping mapping reflection Matières 1 2 3 mapping diffuse reflection diffuse transparency reflection refraction diffuse mapping diffuse reflection diffuse reflection filter mapping bump mapping mapping mapping diffuse reflection

More information

Flames in Particle Flow

Flames in Particle Flow Flames in Particle Flow In this tutorial we are going to take a look at creating some licking flames in Particle Flow. I warn you however, is that this method of fire creation is very processor intensive.

More information

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction

More information

BCC Rays Ripply Filter

BCC Rays Ripply Filter BCC Rays Ripply Filter The BCC Rays Ripply filter combines a light rays effect with a rippled light effect. The resulting light is generated from a selected channel in the source image and spreads from

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Thomas Buchberger, Matthias Zwicker Universität Bern Herbst 2008 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation

More information

CGS 3220 Lecture 4 Shaders, Textures, and Light

CGS 3220 Lecture 4 Shaders, Textures, and Light CGS 3220 Lecture 4 Shaders, Textures, and Light Introduction to Computer Aided Modeling Instructor: Brent Rossen Overview Working with the menu-less UI Working with the Hypershade Creating shading groups

More information

Introduction to Digital Modelling and Animation in Design week 4 Textures

Introduction to Digital Modelling and Animation in Design week 4 Textures Introduction to Digital Modelling and Animation in Design week 4 Textures Thaleia Deniozou - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

More information

CGS 3220 Lecture 13 Polygonal Character Modeling

CGS 3220 Lecture 13 Polygonal Character Modeling CGS 3220 Lecture 13 Polygonal Character Modeling Introduction to Computer Aided Modeling Instructor: Brent Rossen Overview Box modeling Polygon proxy Mirroring Polygonal components Topology editing Procedural

More information

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows are what we normally see in the real world. If you are near a bare halogen bulb, a stage spotlight, or other

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION. (June, 2011)

AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION. (June, 2011) AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION (June, 2011) Copyright Copyright 2008/2011 Inglobe Technologies S.r.l. All rights reserved. No part of this publication may be reproduced, transmitted,

More information

Learning Autodesk Maya The Special Effects Handbook. Free Model From Turbo Squid Value US $ Official Autodesk Training Guide

Learning Autodesk Maya The Special Effects Handbook. Free Model From Turbo Squid Value US $ Official Autodesk Training Guide Free Model From Turbo Squid Value US $100.00 Official Autodesk Training Guide Learning Autodesk Maya 2008 The Special Effects Handbook A hands-on introduction to key tools and techniques in Autodesk Maya

More information

Photo-realism Fundamentals

Photo-realism Fundamentals 1-(800) 877-2745 www.ashlar-vellum.com Photo-realism Fundamentals Using Cobalt, Xenon, Argon Copyright 2008 Ashlar Incorporated. All rights reserved. Photo-realism Fundamentals Photo-realistic rendering

More information

Chapter 9- Ray-Tracing

Chapter 9- Ray-Tracing Ray-tracing is used to produce mirrored and reflective surfaces. It is also being used to create transparency and refraction (bending of images through transparent surfaceslike a magnifying glass or a

More information

MITOCW MIT6_172_F10_lec18_300k-mp4

MITOCW MIT6_172_F10_lec18_300k-mp4 MITOCW MIT6_172_F10_lec18_300k-mp4 The following content is provided under a Creative Commons license. Your support will help MIT OpenCourseWare continue to offer high quality educational resources for

More information

Design Visualization with Autodesk Alias, Part 2

Design Visualization with Autodesk Alias, Part 2 Design Visualization with Autodesk Alias, Part 2 Wonjin John Autodesk Who am I? Wonjin John is an automotive and industrial designer. Born in Seoul, Korea, he moved to United States after finishing engineering

More information

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Programming For this assignment you will write a simple ray tracer. It will be written in C++ without

More information

The Special Effects Handbook

The Special Effects Handbook FREE MODELS From TurboSquid Value $298.00 USD Official Autodesk Training Guide Learning Autodesk Maya 2009 The Special Effects Handbook A hands-on introduction to key tools and techniques in Autodesk Maya

More information

Screen Space Ambient Occlusion TSBK03: Advanced Game Programming

Screen Space Ambient Occlusion TSBK03: Advanced Game Programming Screen Space Ambient Occlusion TSBK03: Advanced Game Programming August Nam-Ki Ek, Oscar Johnson and Ramin Assadi March 5, 2015 This project report discusses our approach of implementing Screen Space Ambient

More information

ARCHITECTURE & GAMES. A is for Architect Simple Mass Modeling FORM & SPACE. Industry Careers Framework. Applied. Getting Started.

ARCHITECTURE & GAMES. A is for Architect Simple Mass Modeling FORM & SPACE. Industry Careers Framework. Applied. Getting Started. A is for Architect Simple Mass Modeling One of the first introductions to form and space usually comes at a very early age. As an infant, you might have played with building blocks to help hone your motor

More information

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

Lecture 18: Primer on Ray Tracing Techniques

Lecture 18: Primer on Ray Tracing Techniques Lecture 18: Primer on Ray Tracing Techniques 6.172: Performance Engineering of Software Systems Joshua Slocum November 16, 2010 A Little Background Image rendering technique Simulate rays of light - ray

More information

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

BCC Rays Streaky Filter

BCC Rays Streaky Filter BCC Rays Streaky Filter The BCC Rays Streaky filter produces a light that contains streaks. The resulting light is generated from a chosen channel in the source image, and spreads from a source point in

More information

Shadow Casting in World Builder. A step to step tutorial on how to reach decent results on the creation of shadows

Shadow Casting in World Builder. A step to step tutorial on how to reach decent results on the creation of shadows Shadow Casting in World Builder A step to step tutorial on how to reach decent results on the creation of shadows Tutorial on shadow casting in World Builder 3.* Introduction Creating decent shadows in

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Matthias Zwicker Universität Bern Herbst 2009 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation of physics Global

More information

Caustics - Mental Ray

Caustics - Mental Ray Caustics - Mental Ray In this tutorial we are going to go over some advanced lighting techniques for creating realistic caustic effects. Caustics are the focused patterns of light which form after light

More information

Modeling Technology Group

Modeling Technology Group Modeling Technology Group Hiroshi Hayashi David Ogirala Matt Nedrich Jeff Ridenbaugh Spencer Smith Saba Bokhari John Gray Charles Hellstrom Bryan Linthicum Polygon Models (part-1) What are polygons? -

More information

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates

More information

Computergrafik. Matthias Zwicker. Herbst 2010

Computergrafik. Matthias Zwicker. Herbst 2010 Computergrafik Matthias Zwicker Universität Bern Herbst 2010 Today Bump mapping Shadows Shadow mapping Shadow mapping in OpenGL Bump mapping Surface detail is often the result of small perturbations in

More information

FAQ - Podium v1.4 by Jim Allen

FAQ - Podium v1.4 by Jim Allen FAQ - Podium v1.4 by Jim Allen Podium is the only plug-in to run natively within SketchUp, and the only one to have a true 'one click' photorealistic output. Although it is about as simple as you can expect

More information

CGS 3220 Lecture 17 Subdivision Surfaces

CGS 3220 Lecture 17 Subdivision Surfaces CGS 3220 Lecture 17 Subdivision Surfaces Introduction to Computer Aided Modeling Instructor: Brent Rossen Overview Converting from polygons to subdivision surfaces (sub-d) Modeling with sub-d using polygon

More information

Advanced Rendering CHAPTER. Render Window. Learning Objectives. Image Pane

Advanced Rendering CHAPTER. Render Window. Learning Objectives. Image Pane CHAPTER Advanced Rendering Learning Objectives After completing this chapter, you will be able to: Make advanced rendering settings. Set the resolution for a rendering. Save a rendering to an image file.

More information

Photo Studio Optimizer

Photo Studio Optimizer CATIA V5 Training Foils Photo Studio Optimizer Version 5 Release 19 September 008 EDU_CAT_EN_PSO_FF_V5R19 Photo Studio Optimizer Objectives of the course Upon completion of this course you will be able

More information

Autodesk Viz Render Illuminated Speaker; Charles Busa

Autodesk Viz Render Illuminated Speaker; Charles Busa December 2-5, 2003 MGM Grand Hotel Las Vegas Autodesk Viz Render Illuminated Speaker; Charles Busa BD3-3 Autodesk Viz Render Illuminated This course is an introduction to the new Autodesk VIZ Render. Learn

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements Thursday in class: midterm #1 Closed book Material

More information

Polygon Modeling Basics Chapter 1 - Vertices

Polygon Modeling Basics Chapter 1 - Vertices Polygon Modeling Basics Chapter 1 - Vertices In this tutorial we will cover the basic tools necessary for Polygon Modeling using the Vertex sub-object selection. It is less of a how to tutorial and more

More information

audio, 57 auto-orientation, 215 automatic mapping, 243 average vertices, 239 axis, 3-6, 12, 94, 126, 149, 191, 199, 290

audio, 57 auto-orientation, 215 automatic mapping, 243 average vertices, 239 axis, 3-6, 12, 94, 126, 149, 191, 199, 290 Index 307 Index A added attributes, 196, 205 Adobe Premiere, 256 aim constraint, 271, 272, 277 airplane, 5, 13-17, 197-199, 206-207, 252-253 Alias manuals, 54 alpha channel, 174 alpha gain, 231 ambient,

More information

Draw Guide. Chapter 7 Working with 3D Objects

Draw Guide. Chapter 7 Working with 3D Objects Draw Guide Chapter 7 Working with 3D Objects Copyright This document is Copyright 2011 2014 by the LibreOffice Documentation Team. Contributors are listed below. You may distribute or modify it under the

More information

Table of Contents. What are Ghost Lights? What is Two-sided? What is Kcdm2?

Table of Contents. What are Ghost Lights? What is Two-sided? What is Kcdm2? Page 1 Table of Contents What are Ghost Lights?...1 What is Two-sided?...1 What is Kcdm2?...1 What is Kelvin?...2 Included Props...2 Utility Props...2 Ghost Setup Material...2 GLK Materials...3 How to

More information

Visualization Insider A Little Background Information

Visualization Insider A Little Background Information Visualization Insider A Little Background Information Visualization Insider 2 Creating Backgrounds for 3D Scenes Backgrounds are a critical part of just about every type of 3D scene. Although they are

More information

V-RAY MATERIAL SETTINGS

V-RAY MATERIAL SETTINGS V-RAY MATERIAL SETTINGS author: Wouter Wynen brought to you by: 2006 VisMasters. All rights reserved. VisMasters and the VisMasters logo are trademarks of ArchVision, Inc. All other trademarks belong to

More information

Ambien Occlusion. Lighting: Ambient Light Sources. Lighting: Ambient Light Sources. Summary

Ambien Occlusion. Lighting: Ambient Light Sources. Lighting: Ambient Light Sources. Summary Summary Ambien Occlusion Kadi Bouatouch IRISA Email: kadi@irisa.fr 1. Lighting 2. Definition 3. Computing the ambient occlusion 4. Ambient occlusion fields 5. Dynamic ambient occlusion 1 2 Lighting: Ambient

More information

IBL/GI & GLASS. Getting Realistic Results By Yon Resch. The Three Types of GI lighting and Glass

IBL/GI & GLASS. Getting Realistic Results By Yon Resch. The Three Types of GI lighting and Glass IBL/GI & GLASS Getting Realistic Results By Yon Resch Glass and other transparent materials are some of the hardest materials to render realistically. This has mainly to do with the number of additional

More information

Lesson 03: We will add water and will set the placing conditions for the material. WorldBuilder 3.5. for. About Digital Element Tutorials:

Lesson 03: We will add water and will set the placing conditions for the material. WorldBuilder 3.5. for. About Digital Element Tutorials: Lesson 03: We will add water and will set the placing conditions for the material for WorldBuilder 3.5 About Digital Element Tutorials: This tutorial is available both in.pdf format and in Qarbon format,

More information

2. Drag and drop the cloud image onto your desktop to be used later in the tutorial.

2. Drag and drop the cloud image onto your desktop to be used later in the tutorial. Do the following tutorial. You will use the Earth Map image and Photo image below. 1. Copy the Earth Map image and paste it into photoshop. Open photoshop. Go to menu/file/new. Name it lastname-earth.

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 10: Ground Truth Welcome! Today s Agenda: Limitations of Whitted-style Ray Tracing Monte Carlo Path Tracing INFOGR Lecture 10 Ground Truth

More information

3 Polygonal Modeling. Getting Started with Maya 103

3 Polygonal Modeling. Getting Started with Maya 103 3 Polygonal Modeling In Maya, modeling refers to the process of creating virtual 3D surfaces for the characters and objects in the Maya scene. Surfaces play an important role in the overall Maya workflow

More information

Chapter 12- NURBS & Meta Shape Basics

Chapter 12- NURBS & Meta Shape Basics Chapter 12- NURBS & Meta Shape Basics When you press Shift-A for Add, you will notice other object types beside meshes, cameras and lights that can be created. Two types of objects that can be created

More information