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1 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 object of art is made historyof, and light. In elements Maya, the and appearance conventions of of a media surface arts is defined by how it s shaded. Surface shading is a combination of the basic material of an object and any textures that are applied to it. Shading conceptual = materials art + textures + light
2 Art/Science Shading Collaboration Example title Artists because recommend textures are the often following: applied to shaders, the entire process of shading basic understanding is sometimes informally of art history referred to as texturing. Applying elements textures and conventions to shadersof is media also called arts texture mapping or simply mapping. You map a texture to the color node of a shader that is assigned or applied to a Maya object.
3 Art/Science Illumination Collaboration Example title Artists Global recommend (ambient) the following: Local (spot light) Ray tracing Ray basic tracing understanding is a technique of for art generating history an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects. The technique is capable of producing a very high elements degree and of visual conventions realism, but of at media a greater arts computational cost. -wikipedia
4 Art/Science Materials Collaboration Example title Artists materials recommend determine the the following: character of an object's surface any basic number understanding of different of art attributes history critical color theory elements texture and conventions of media arts shine transparency conceptual bump art mapping, etc. materials contain and control all of those different attributes
5 Art/Science Materials Collaboration Example title Artists recommend the following: basic understanding of art history elements and conventions of media arts
6 Art/Science Reflections Collaboration Example title Artists Diffuse recommend the following: Specular basic understanding of art history Glossy elements and conventions of media arts how reflective the object is
7 Art/Science Refractions Collaboration Example title Artists Refraction recommend is the following: the change in basic understanding of art history light direction caused by a elements and conventions of media arts change in speed that occurs as light passes through a solid, transparent object.
8 Art/Science Hypershade Collaboration Example title Artists recommend the following: basic understanding of art history elements and conventions of media arts
9 Art/Science Interactive Photorealistic Collaboration Render Example (IPR) title Artists As you recommend work with shading, the following: you ll find many attributes that have no effect in the scene view, because the scene view is only a rough approximation basic understanding of art history of how the scene will render. The IPR renderer is ideal for testing shading. It shows the results of all changes elements you and make conventions to shading of and media shows arts them immediately. However, some attribute changes such as reflectivity and reflections are not displayed.
10 Art/Science Shader Attributes Collaboration Example title Artists Color recommend is the color of the object, following: such as red or blue. This can be a flat color or a texture map. basic understanding of art history Ambience is the amount of ambient color that will affect an object s surface. Ambience elements in and the conventions surface property of media is a simulation arts of even flat lighting coming from every direction onto the surface (this is not from an actual light source)..
11 Art/Science Shader Attributes Collaboration Example title Artists Diffuse recommend value governs the how following: much light is reflected from the surface in all directions. When light strikes a surface, light disperses across the surface and basic understanding of art history helps illuminate it. The higher this value, the brighter its object is when lit. The lower critical the theory Diffuse value, the more light is absorbed into the surface, yielding a elements darker result. and conventions of media arts
12 Art/Science Shader Attributes Collaboration Example title Artists Transparency recommend -how transparent the following: or see-through the object will be (glass) Reflectivity basic understanding -how reflective of art the history object will be. Refraction is change in light direction caused by a change in speed that occurs as light passes through a solid, transparent object. elements and conventions of media arts Translucency - the amount of light that can pass through an opaque object such as paper or canvas. Incandescence- the quality of self-illumination for example, a computer monitor conceptual that is art emitting light or a lamp shade with the light on. Specular highlights are bright spots that appear on an object s surface when light shines on that object. Glow-a standard attribute that most 3D applications can simulate to aid in the not effect everything of self-illumination. is quantifiable.
13 Art/Science Shader Attributes Collaboration Example title Artists Bump recommend maps simulate the a texture following: along the surface of an object by adding shadow and highlight effects along the surface. Bump maps are grayscale basic understanding of art history images in which a mid-gray color represents no change in the surface, black represents inward changes to the surface, and white represents a push outward elements in and the surface. conventions The bump of media map manipulates arts the surface normals to change the shading properties and make the surface looked textured.
14 Art/Science Materials Collaboration Example title Artists In the recommend real world, two the main following: factors determine the appearance of a surface: basic understanding what object of art is made historyof, and light. In elements Maya, the and appearance conventions of of a media surface arts is defined by how it s shaded. Surface shading is a combination of the basic material of an object and any textures that are applied to it.
15 Art/Science Textures Collaboration Example title Artists Procedural recommend the following: Bitmap Procedural basic understanding maps are mathematical of art history algorithms that create various patterns Brick, elements Ramp/ and gradient, conventions grid, wave, of media arts fractal, checker, etc. Resolution-independent Seamless Bitmap file textures are the standard picture format that you would use in an image-manipulation program such as Adobe Photoshop. These are widely used because you have a lot of control of these textures and can even use real photographs as the starting place to achieve realism. Resolution-dependent
16 Art/Science Textures Collaboration Example title Artists Checker recommend texture with the following: transperency basic understanding attributeof art history elements and conventions of media arts
17 Art/Science Textures Collaboration Example title Artists Procedural recommend the following: Bitmap Procedural basic understanding maps are mathematical of art history algorithms that create various patterns Brick, elements Ramp/ and gradient, conventions grid, wave, of media arts fractal, checker, etc. Resolution-independent Seamless Bitmap file textures are the standard picture format that you would use in an image-manipulation program such as Adobe Photoshop. These are widely used because you have a lot of control of these textures and can even use real photographs as the starting place to achieve realism. Resolution-dependent
18 Art/Science Textures Collaboration Example title Artists In the recommend real world, two the main following: factors determine the appearance of a surface: basic understanding what object of art is made historyof, and light. In elements Maya, the and appearance conventions of of a media surface arts is defined by how it s shaded. Surface shading is a combination of the basic material of an object and any textures that are applied to it.
19 Art/Science UV mappingcollaboration Example title Artists horizontal recommend (U) and vertical the following: (V) coordinates of the 2D coordinate map space that is applied to a 3D object basic understanding of art history UVs are 2D representations of a 3D object. There can be a problem with wrapping elements a and 2D image conventions (a texture) of around media a arts 3D object. UV mapping helps with this problem: UVs are directly related to vertices on a polygon and NURBS, but open the mind UVs cannot be manipulated in 3D space; they are tied to a 2D coordinate plane and edited in a UV editor.
20 Art/Science Textures Collaboration Example title Artists The below recommend image shows the following: how to do UV mapping and the use of place2dtexture basic understanding node of for art the history 2D texture placement. elements and conventions of media arts
21 Art/Science examples Collaboration Example title Artists The Digital recommend Emily Project the following: basic understanding of art history Paul critical Debevec theory Light Stage X Smithsonian 3-D portraits of President Obama elements and conventions of media arts Skin open Stretch: mind Simulating Dynamic Skin Microgeometry SIGGRAPH 2015 UV mapping tips
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