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

Size: px
Start display at page:

Download "diffuse diffuse reflection refraction diffuse mapping diffuse reflection reflection filter mapping mapping reflection"

Transcription

1 Matières 1

2 2

3 3

4 mapping diffuse reflection diffuse transparency reflection refraction diffuse mapping diffuse reflection diffuse reflection filter mapping bump mapping mapping mapping diffuse reflection toon mapping reflection mapping reflection mapping reflection displacement 4

5 the materialization process 5

6 0 the Material Editor 6

7 V-Ray Material Editor 1. Material Preview, the Update Preview button allows you to preview the adjusted materials in real time (=no need for rendering). 2. Material Workplace shows all the materials in the scene. > Right click to add, import, export, rename, pack, remove materials, such as assigning a material to layers or objects, or adding layers (such as reflections, refractions) to the materials. 3. Options for material control. Any necessary changes have to be done in this area tip V-Ray automatically updates the changes of materials to the object, is not necessary to apply materials again. 7

8 How to export > Right click on the material you wish to export > select export option to export this material. N. B. The File extension is.vismat, the file is 1 KB. This file can be imported, packed or sent to other users later on. import > Right click on Scene Material > select Import new material to import a saved material file. pack > Right click on the material you wish to pack and select pack. This feature is very useful, because you can save the textures and a preview of your material in a single file, therefore import it. 8

9 1 assigning a material 9

10 Assigning a material Layer It s possible to apply materials by layers, objects, parents or plugin. For a better organization of the Workspace, it s recommended to apply materials by layer (made exception for those cases in which a singular mapping has to be applied to a particular surface). 1. >open the material editor 2. >right click on a material in the scene s materials list 3. >apply the material to a layer tip select all the objects in the scene and checkout Properties > Material > Assign by Layer 10

11 2 creating a basic material 11

12 Diffuse 12

13 Diffuse Layer When you make a material, it s diffuse by default, which means it only contains one diffuse layer. You can select the color of the diffuse layer by clicking on the color picker or you can use a texture by clicking on the m near the color (we ll see this feature later on). 1. Color - used to select the color of the diffuse layer (base color of the material). 2. m (mapping) - used to select a texture or any other type of procedural mapping. 3. Multiplier (numeric slot) - not in all versions of Vray (you can do it better in Photoshop), used to increase/decrease the brightness of the mapping. 4. Transparency - used to add some grade of transparency to the diffuse layer

14 Transparency The Transparency swatch works on a gray scale. When this color is 100% black (RGB value 0), it s 100% opaque. When it s 100% white (RGB 255), it s 100% transparent. [ i.e. If you want the material to be 50% transparent, change the transparency swatch to be medium gray (RGB value 128).] tip N.B. In Max transparency white is opaque, black is transparent. In Rhino, black is opaque and white is transparent. While in the material editor, when the texture editor is open, notice the Invert button under the preview image. Select this swatch when applying the Transparency map and notice the black and white areas have been inverted. 14

15 Transparency channel Diffuse mapping Transparency mapping 15

16 Toon material 16

17 Toon VrayToon is a basic material producing cartoon-style outlines on objects in the scene. Note that VrayToon is not intended to be a full NPR (non-photorealistic rendering) effect. However, it may be useful in many cases. tip toon can be very useful to reproduce the lines of a painting by properly managing the toon settings 17

18 Toon settings Line color, width, Opacity - determines color, the width of the outlines. Distortion - This will be used to distort the outlines. Also a texture can be use to distort the outlines. This works similar to bump-mapping and will take the gradient of the texture as direction for distortion. Note that high output values may be required for larger distortion. Overlap threshold - this determines when outlines will be created for overlapping parts of one and the same object. Lower values will reduce the internal overlapping lines, while higher values will produce more overlap lines. Don t set this value to pure 1.0 as this will fill curved objects completely. Trace bias - this parameter depends on the scale of your scene, it determines the ray bias when the outlines are traced in reflections/refractions. Do secondary - this will cause the outlines to appear in reflections/refractions as well. Note that this may increase render times. Normal threshold - this determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles will generate internal lines. Higher values mean that more smooth normals can also generate an edge. Don t set this value to pure 1.0 as this will fill curved objects completely. Do Silhouette Mult - this option enables and disables the Silhouette Multiplier. Silhouette Mult - this value will multiply the silhouette effect. Divide By Distance - when this option is enabled toon lines on objects that are closer to the camera will be thicker. Toon lines will be thinner the farther away the objects are from the camera. Maps There are four parameters that allow the user to control the outlines using various texture maps. Line Color map - a texture map for the outline color. Screen-mapped maps will work best. Maps with World XYZ mapping are also supported, but may not work very well. Line Width map - a multiplier texture for the outline width. Screen-mapped maps will work best. Maps with World XYZ mapping are also supported, but may not work very well. Opacity map - a texture for the outline opacity. Screen-mapped textures work best, although World XYZ mapping is also supported. Distortion map - a texture that will be used to distort the outlines. This works similar to bump-mapping and will take the gradient of the texture as direction for distortion. Note that high output values may be required for larger distortion. Screen-mapped textures work best, although World XYZ mapping is also supported. 18

19 2 creating layers tip start from creating a standard material and go on adding layers to it (avoid Vray materials for now) 19

20 Reflection VS Refraction 20

21 Reflection Refraction lightwave lightwave angle of incidence angle of incidence material thickness angle of reflection angle of refracrion The light wave comes from the light source and makes contact with the front face of the material at a given angle. This is known as the angle of incidence. The light wave then bounces off the material at the exact same angle, known as the angle of reflection. Refraction is the way that that the light wave travels through the material. Because of specific thickness and density, it is refracted in the thickness of the material as bounces off of the substance. The angle of the light coming out of the material isn t the same as the angle of the light entering the material. This difference is measured by the Index of Refraction (IOR). 21

22 Reflection layer 22

23 Reflection Layer creation / settings 23

24 Reflection Map By Default the reflection layer has a fresnel map which varies the amount of reflection based on the viewing angle - this is why the edges of the preview sphere seem to give the material a distortion that we come to expect from a reflective sphere. If that map is removed then the reflection is constant over the whole material. Since the reflection color is set to white this leads to complete reflection on the whole material ( ok for chrome/mirror; see the bunny in the previous slide). 24

25 Fresnel IOR Fresnel IOR (Index Of Reflection) is to control the reflection intensity. The Fresnel reflections are a naturally occurring phenomenon that states that an object becomes more reflective the greater the angle at which it is seen ( i.e. think of how the reflection changes moving around a window ) Each material owns its own Fresnel value High IOR > smaller angle needed > less reflection [ A higher Fresnel IOR means that at a slight angle, you can see reflections. At a lower IOR at the same angle, you might not see the material as reflective.] i.e. #BlackBunny has an IOR of

26 Reflection Glossiness Similarly to the IOR, Glossiness is a parameter in both Reflective and Refractive layers. The difference between the two is that the Reflective Glossiness deals strictly with the amount of reflection dealing with the surface (while the refraction glossiness will have an effect on what happened inside the material, therefore having and effect on the transparency). It s through this parameter that the materials can appear frosted. The refraction will become more blurry as the Refraction Glossiness decreases. The control over the uneven nature of a reflective material can be controlled with this parameter. The amount of reflection glossiness is actually a two-part equation that deals with the Highlight Glossiness number and the Reflection Glossiness number. When these are both set at 1, the material will be mirror like. As these numbers are reduced, the material s reflections become much more blurry ( >see next slide) N.B. Don t reduce these numbers to below 0.5/0.6 >>> HIGHLY increased render times and almost no reflections tip You can increase the glossiness subdivision to improve the quality of the glossiness and remove the noise. This option will increase the rendering time on this material. A good value for the subdivision could be something between ( 32 is recommended) 26

27 Reflection Glossiness + Fresnel IOR Fresnel IOR Reflection Glossiness 27

28 Filter While, by default, the color of the reflection is white, But you can tint the reflection using the reflection Filter. This option allows you to change the color of the reflection producing different metals color. It s extremely useful when you want to achieve a precise chromatic result without changing the lighting parameters of the whole scene. i.e. #CellometalBunny has a yellowish reflection filter, in order to reproduce the effect of the cello in Vermeer s Music Lesson. 28

29 Making Metallic Materials To create a generic metallic material you have to add a reflection layer and to manage the reflection amount using the reflection IOR. (The reflection IOR value is located in the Fresnel effect inside the reflection layer mapping) Basic Chrome Material Recipe: 1. Create a diffuse layer with color/map 2. Add a reflection layer 3. click on the M near the Reflection color. You will see the fresnel effect enable by default. 4. Increase the IOR value 20. tip A metallic reflection has an IOR value between 6 to 26. A plastic reflection has an IOR value between 1 to 5 29

30 Refraction layer 30

31 Fresnel IOR Refraction is the way that that the light wave travels through the material. Because the material has a thickness and a density, the light wave is refracted in the thickness of the material as it bounces off of the substance in the material. The angle of the light coming out of the material isn t the same as the angle of the light entering the material. This difference is measured by the Index of Refraction (IOR). [think of an object bending underwater]. The IOR of air in a vacuum is 1.0 (meaning the angle is the same coming in the material as exiting the material). As the IOR number increases, the more refraction occurs. IOR 1.0 IOR 2.0 tip avoid refraction unless you really have no choice, it significantly slows down rendering time. 31

32 Fog The Fog parameter allows you to give a refractive surface a tint of color. This can be useful when attempting to create a tinted glass, adding a lot of realism because it takes care of smoothing effect of refraction through the thickness of the object in which it is applied. 32

33 Textured 33

34 Textured material To create a textured material, you just have to: 1. create a standard material 2. add a mapping channel to the diffusion layer 3. apply a texbitmap to the mapping 4. upload the.jpg file of the texture you want to use in your scene 34

35 Mapping channel 1. Each object in the scene owns its own mapping channel (you can check it from the object properties). 2. Each mapping channel is identified by a number. 3. A mapping channel holds a set of texture mapping parameters. 4. An object can have any number of channels and therefore can hold any number of texture mapping types. 5. When the textures are applied to an object, the texture is applied using the matching channel number on the object. (If an object has no applied texture mapping, by default a surface mapping is used to map the texture.) tip if you want to transfer all the informations about mapping from an object to another use the MatchMapping tool 35

36 UVW mapping Normally you need to adjust the way in which the map (jpeg image) is applied to the plane on which the material is applied. To do this you need to adjust the UVW map of the plane. N.B. UVW map is a coordinate system that is relative to the object that it s applied to, NOT world coordinates. XYZ coordinates refer to the way in which an object is situated in world space, hence UVW are similar coordinates, but relate to the way the material is applied to the object, having nothing to do with the way that the object is situated in world space The projection literally manages the projection of the texture 2 (imagine this really like a video projector casting an image on an object) UVW Offset determines the position of the texture. 3. UVW Rotation: Adjust the degree of rotation of the Bitmap 4 4. UVW Repeat: Controls how many times a map is repeated within a given space (>therefore, the scale) 36

37 Projection ( Mapping types) The default behavior in Rhino is to treat each surface as a separate object, stretching and orienting the assigned texture to fit. This is almost always wrong. Surface Box Box sides only Surface mapping stretches the texture over the object. Planar mapping projects a 2-D plane onto the side of an object. Box mapping projects a 3-D box onto the sides and top of an object. Box (sides only) mapping sides of an object only, does not cap the mapping to the top and bottom surfaces. Cylindrical Planar Spherical Spherical mapping wraps the object around a sphere. The top edge of the texture shrinks into the top pole and the bottom edge into the bottom pol Cylindrical mapping an image around an object like a cylinder the left and the right edge will join each other. if none of these mapping projections fits on your item, try the Unwrapping or the CustomMapping tools 37

38 Bump 38

39 Bump Maps Visually, a bump is a part of surface owning a slightly different orientation in space than it s neighboring surface. Instead of modeling a bulge in the geometry - which would require a bunch of polygons for each bump, slowing down all related operations - you can reach the same result through the bump layer. Changing the bump and displacement maps will help you add depth and texture to your materials. Bump maps will create the illusion of depth while displacement will actually create a 3D geometry. Displacement maps will take longer to render but will create much better shadows for close up renders. The texture maps are generally black and white, high contrast images that you will add as a separate layer to a given material. 39

40 Bump channel Diffuse mapping Bump mapping 40

41 Displacement 41

42 Displacement map Displacement mapping is a technique for adding detail to your scene geometry without having to model it first. The concept is very similar to bump mapping. However, bump mapping is a shading effect that only changes the appearance of a surface, while displacement mapping actually modifies the surface. You can use your current bump b/w map as displacement maps. In the Maps rollout of the material options there will be an option for Displacement. Enable displacement by clicking the check box on the left, and then proceed to click on the m to add a displacement map. The multiplier determines the final size of the displacement; this will reference the Amount value in the Displacement rollout. N.B. In the V-Ray Options there is a rollout which contains the parameters for displacement. It is important to note that these are global controls for all of the displacement throughout the scene. Currently, there are no individual controls on a per object or material level. This means that you must be aware of the settings within this rollout when adjusting an individual material s displacement. 42

43 displacement parameters Override on : when active, V-Ray will render objects with displacement materials using its own internal micro triangle displacement. When off, the objects displacement will be rendered on a per material basis. Edge length : determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles (more sub-triangles = more detail > slower rendering time >> more RAM usage). View-dependent : a value of 1.0 means that the longest edge of each sub-triangle will be about one pixel long when projected on the screen. When View-dependent is off, Edge length is the maximum sub-triangle edge length in world units. Max. subdivs : controls the maximum sub-triangles generated from any triangle of the original mesh. The value is, in fact, the square root of the maximum number of sub-triangles. (i.e. if Max sub = 100 it means that at most 100 x 100 = sub-triangles will be generated for any given original triangle!) >>> Don t keep this value too high! Amount - this is a scaling parameter for the default displacement. (1.0 = 100%). it is recommended that to leave it constant and that the texture multiplier is used to adjust the displacement of an individual material. Relative to bbox - if on, the actual displacement amount is based on the bounding box of the objects. Tight bounds - when on, V-Ray will try to compute the exact bounding volume of the displaced triangles from the original mesh. This requires pre-sampling of the displacement texture. N.B. : the rendering will be faster if the texture has large black or white areas (no smooth transitions). When it is off, V-Ray will assume worst-case bounding volumes, and will not pre-sample the texture. 43

44 Emissive 44

45 Emissive Layer: The emissive layer allows the material to emit light. These types of material can be used to create effects such as a neon sign, a glowing lamp shade, or a tv/computer screen. These materials will increase render times, possibly to extreme amounts (potentially substantially i.e times). N.B. Do not use these materials as the sole lighting for a scene. It s suggested instead, for best results, to use a light in the scene and only use emissive materials for the glowing that they re meant for. The changes that you make in the Emissive layer will affect the light emitted from the material, not the underlying color itself. The Transparency parameter controls the transparency of the light emitted from the material. tip The physical camera reacts differently to light than a regular camera does. Because of this, you may have to make your light emitting materials significantly brighter. 45

46 Stanford Bunny 46

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

Texture Mapping. Images from 3D Creative Magazine

Texture Mapping. Images from 3D Creative Magazine Texture Mapping Images from 3D Creative Magazine Contents Introduction Definitions Light And Colour Surface Attributes Surface Attributes: Colour Surface Attributes: Shininess Surface Attributes: Specularity

More information

A R E N D E R I N G P L U G I N F O R D E S I G N E R S. V-Ray for SketchUp. By Chia Fu Chiang Damien Alomar Jorge Barrero

A R E N D E R I N G P L U G I N F O R D E S I G N E R S. V-Ray for SketchUp. By Chia Fu Chiang Damien Alomar Jorge Barrero A R E N D E R I N G P L U G I N F O R D E S I G N E R S V-Ray for SketchUp By Chia Fu Chiang Damien Alomar Jorge Barrero Table of Contents Install V-Ray for SketchUp... Activating V-Ray for SketchUp...

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

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

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

12 APPLYING EFFECTS. Lesson overview

12 APPLYING EFFECTS. Lesson overview 12 APPLYING EFFECTS Lesson overview In this lesson, you ll learn how to do the following: Use various effects like Pathfinder, Distort & Transform, Offset Path, and Drop Shadow effects. Use Warp effects

More information

Property of: Entrada Interactive. PBR Workflow. Working within a PBR-based environment

Property of: Entrada Interactive. PBR Workflow. Working within a PBR-based environment Property of: Entrada Interactive PBR Workflow Working within a PBR-based environment Ryan Manning 8/24/2014 MISCREATED PBR WORKFLOW CryDocs on Physically Based Shading/Rendering: http://docs.cryengine.com/display/sdkdoc4/physically+based+rendering

More information

12 APPLYING EFFECTS. Lesson overview

12 APPLYING EFFECTS. Lesson overview 12 APPLYING EFFECTS Lesson overview In this lesson, you ll learn how to do the following: Use various effects, such as Pathfinder, Scribble, and Drop Shadow. Use Warp effects to distort type. Create three-dimensional

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

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

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

Chapter 5- Materials & Textures

Chapter 5- Materials & Textures Chapter 5- Materials & Textures As mentioned in the past chapter, materials and textures are what change your model from being gray to brilliant. You can add color, make things glow, become transparent

More information

Photoshop PSD Export. Basic Tab. Click here to expand Table of Contents... Basic Tab Additional Shading Tab Material Tab Motion Tab Geometry Tab

Photoshop PSD Export. Basic Tab. Click here to expand Table of Contents... Basic Tab Additional Shading Tab Material Tab Motion Tab Geometry Tab Photoshop PSD Export Click here to expand Table of Contents... Basic Tab Additional Shading Tab Material Tab Motion Tab Geometry Tab The Photoshop PSD Export image filter is an image saver masquerading

More information

If orthographic Choose a scale or scaled to fit If perspective No scale. Use current viewport, extents or window.

If orthographic Choose a scale or scaled to fit If perspective No scale. Use current viewport, extents or window. Week 9 Rhino, Output and Rendering Output 2D Printing, 3D Printing, Rendering and Exporting 1. 2D Printing/plotting to paper or lasercutter. Two Choices Viewport or Layout Viewport Using Print (Print Setup):

More information

Iray Uber Shader Properties. Workshop Reference Guide

Iray Uber Shader Properties. Workshop Reference Guide Iray Uber Shader Properties Workshop Reference Guide Sabine Hajostek ( esha ) February 2017 Iray Uber Shader Reference Guide 2 Contents Contents... 3 Basic Information... 4 Shader Modes... 5 PBR Metallicity/Roughness

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

AMD Radeon ProRender plug-in for PTC Creo. User Guide

AMD Radeon ProRender plug-in for PTC Creo. User Guide AMD Radeon ProRender plug-in for PTC Creo User Guide This document is a user and setup guide on how to render photorealistic images in real-time and apply decals for PTC Creo. DISCLAIMER The information

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

GEOMETRIC OPTICS. LENSES refract light, so we need to know how light bends when entering and exiting a lens and how that interaction forms an image.

GEOMETRIC OPTICS. LENSES refract light, so we need to know how light bends when entering and exiting a lens and how that interaction forms an image. I. What is GEOMTERIC OPTICS GEOMETRIC OPTICS In geometric optics, LIGHT is treated as imaginary rays. How these rays interact with at the interface of different media, including lenses and mirrors, is

More information

FLAMINGO CHEAT SHEET FOR ES 305 CLASS 5 Pages of Fresh Flamingo Goodness

FLAMINGO CHEAT SHEET FOR ES 305 CLASS 5 Pages of Fresh Flamingo Goodness FLAMINGO CHEAT SHEET FOR ES 305 CLASS 5 Pages of Fresh Flamingo Goodness *Keep this PDF with you at all times it will help you to maneuver the vast and confusing ocean that is the Flamingo Materials Editor!

More information

Recall: Basic Ray Tracer

Recall: Basic Ray Tracer 1 Recall: Ray Tracing Generate an image by backwards tracing the path of light through pixels on an image plane Simulate the interaction of light with objects Recall: Basic Ray Tracer Trace a primary ray

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

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

Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018

Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018 Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018 Theoretical foundations Ray Tracing from the Ground Up Chapters 13-15 Bidirectional Reflectance Distribution Function BRDF

More information

UNIT C: LIGHT AND OPTICAL SYSTEMS

UNIT C: LIGHT AND OPTICAL SYSTEMS 1 UNIT C: LIGHT AND OPTICAL SYSTEMS Science 8 2 LIGHT BEHAVES IN PREDICTABLE WAYS. Section 2.0 1 3 LIGHT TRAVELS IN RAYS AND INTERACTS WITH MATERIALS Topic 2.1 RAY DIAGRAMS Scientists use ray diagrams

More information

Conceptual Physics 11 th Edition

Conceptual Physics 11 th Edition Conceptual Physics 11 th Edition Chapter 28: REFLECTION & REFRACTION This lecture will help you understand: Reflection Principle of Least Time Law of Reflection Refraction Cause of Refraction Dispersion

More information

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture Texture CS 475 / CS 675 Computer Graphics Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. Lecture 11 : Texture http://en.wikipedia.org/wiki/uv_mapping

More information

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture CS 475 / CS 675 Computer Graphics Lecture 11 : Texture Texture Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. http://en.wikipedia.org/wiki/uv_mapping

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 Computer Graphics: Theory, Algorithms, and Applications CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334

More information

Corona Sky Corona Sun Corona Light Create Camera About

Corona Sky Corona Sun Corona Light Create Camera About Plugin menu Corona Sky creates Sky object with attached Corona Sky tag Corona Sun creates Corona Sun object Corona Light creates Corona Light object Create Camera creates Camera with attached Corona Camera

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

All forms of EM waves travel at the speed of light in a vacuum = 3.00 x 10 8 m/s This speed is constant in air as well

All forms of EM waves travel at the speed of light in a vacuum = 3.00 x 10 8 m/s This speed is constant in air as well Pre AP Physics Light & Optics Chapters 14-16 Light is an electromagnetic wave Electromagnetic waves: Oscillating electric and magnetic fields that are perpendicular to the direction the wave moves Difference

More information

COMP 175 COMPUTER GRAPHICS. Lecture 11: Recursive Ray Tracer. COMP 175: Computer Graphics April 9, Erik Anderson 11 Recursive Ray Tracer

COMP 175 COMPUTER GRAPHICS. Lecture 11: Recursive Ray Tracer. COMP 175: Computer Graphics April 9, Erik Anderson 11 Recursive Ray Tracer Lecture 11: Recursive Ray Tracer COMP 175: Computer Graphics April 9, 2018 1/40 Note on using Libraries } C++ STL } Does not always have the same performance. } Interface is (mostly) the same, but implementations

More information

Conceptual Physics Fundamentals

Conceptual Physics Fundamentals Conceptual Physics Fundamentals Chapter 14: PROPERTIES OF LIGHT This lecture will help you understand: Reflection Refraction Dispersion Total Internal Reflection Lenses Polarization Properties of Light

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

Hair. Hair. Edit Panel

Hair. Hair. Edit Panel Hair Hair Hair is based on the Kajiya-Kay paper for hair shading in 3D. It is strictly meant for use with FiberFX's thin cylinders or ribbons. Edit Panel Color Group The base color of your rendered fibers.

More information

9 Using Appearance Attributes, Styles, and Effects

9 Using Appearance Attributes, Styles, and Effects 9 Using Appearance Attributes, Styles, and Effects You can alter the look of an object without changing its structure using appearance attributes fills, strokes, effects, transparency, blending modes,

More information

Chapter 4- Materials and Textures

Chapter 4- Materials and Textures Chapter 4- Materials and Textures Materials and textures are what change your model from being gray to brilliant. You can add color, make things glow, become transparent like glass or make them look like

More information

Scale Rate by Object Size: Only available when the current Emitter Type is Surface, Curve, or Volume. If you turn on this attribute, the

Scale Rate by Object Size: Only available when the current Emitter Type is Surface, Curve, or Volume. If you turn on this attribute, the Basic Emitter Attributes Emitter Name: The name helps you identify the emitter object in the Outliner. If you don t enter a name, the emitter object receives a default name such as emitter1. Solver: (For

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

L15 POV-Ray - Part 1

L15 POV-Ray - Part 1 Geophysical Computing L15-1 L15 POV-Ray - Part 1 1. What is POV-Ray? POV-Ray stands for the Persistance of Vision Raytracer. POV-Ray belongs to a class of programs called ray tracers. For you seismologists

More information

Using LightWave s Motion Blur to Achieve a Hand Drawn Line Effect:

Using LightWave s Motion Blur to Achieve a Hand Drawn Line Effect: Using LightWave s Motion Blur to Achieve a Hand Drawn Line Effect: Cellshader, Unreal, and the use of gradients along with other plugins have given us some great cell painted cartoon and comic book effects,

More information

Lecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19

Lecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19 Lecture 17: Recursive Ray Tracing Where is the way where light dwelleth? Job 38:19 1. Raster Graphics Typical graphics terminals today are raster displays. A raster display renders a picture scan line

More information

Global Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Light-material interaction

Global Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Light-material interaction Effects needed for realism Global Rendering Computer Graphics 1, Fall 2005 Lecture 7 4th ed.: Ch 6.10, 12.1-12.5 Shadows Reflections (Mirrors) Transparency Interreflections Detail (Textures etc.) Complex

More information

How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: How To Work with Textures

How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: How To Work with Textures How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: 1.0-2014-07-04 Document History Document Version Description 1.0 First version Document History 2014 SAP AG or an SAP affiliate company.

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

Local Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Local Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller Local Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Graphics Pipeline Hardware Modelling Transform Visibility Illumination + Shading Perception, Interaction Color Texture/ Realism

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

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

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015 Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather

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

8 Human Skin Materials and Faking Sub Surface Scattering in Cycles

8 Human Skin Materials and Faking Sub Surface Scattering in Cycles 8 Human Skin Materials and Faking Sub Surface Scattering in Cycles In this chapter, we will cover: Simulating SSS in Cycles by using the Translucent shader Simulating SSS in Cycles by using the Vertex

More information

COS 116 The Computational Universe Laboratory 10: Computer Graphics

COS 116 The Computational Universe Laboratory 10: Computer Graphics COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn

More information

Dominic Filion, Senior Engineer Blizzard Entertainment. Rob McNaughton, Lead Technical Artist Blizzard Entertainment

Dominic Filion, Senior Engineer Blizzard Entertainment. Rob McNaughton, Lead Technical Artist Blizzard Entertainment Dominic Filion, Senior Engineer Blizzard Entertainment Rob McNaughton, Lead Technical Artist Blizzard Entertainment Screen-space techniques Deferred rendering Screen-space ambient occlusion Depth of Field

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

Computer graphics Labs: Blender (2/3) LuxRender: Interior Scene Rendering

Computer graphics Labs: Blender (2/3) LuxRender: Interior Scene Rendering Computer graphics Labs: Blender (2/3) LuxRender: Interior Scene Rendering University of Liège Department of Aerospace and Mechanical engineering Designed with Blender 2.76b LuxRender During the first tutorial

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

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

Chapter 5- Materials & Textures

Chapter 5- Materials & Textures Chapter 5- Materials & Textures As mentioned in the past chapter, materials and textures are what change your model from being gray to brilliant. You can add color, make things glow, become transparent

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

COS 116 The Computational Universe Laboratory 10: Computer Graphics

COS 116 The Computational Universe Laboratory 10: Computer Graphics COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn

More information

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as

More information

Ray-Tracing. Misha Kazhdan

Ray-Tracing. Misha Kazhdan Ray-Tracing Misha Kazhdan Ray-Tracing In graphics, we often represent the surface of a 3D shape by a set of triangles. Goal: Ray-Tracing Take a collection of triangles representing a 3D scene and render

More information

Reflections. I feel pretty, oh so pretty

Reflections. I feel pretty, oh so pretty Reflections I feel pretty, oh so pretty Objectives By the end of the lesson, you should be able to: Draw an accurate reflective angle Determine the focal length of a spherical mirror Light Review Light

More information

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7.

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7. Texture Mapping II Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1 Light Maps Simulates the effect of a local light source + = Can be pre-computed

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

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

User's Guide Low Poly OBJ Importer v1.0

User's Guide Low Poly OBJ Importer v1.0 User's Guide Low Poly OBJ Importer v1.0 Chapter 1 How It Works 1 Chapter 2 Quick Start 2 Chapter 3 Main Interface 3 Import 3 Object/SubObject Selector 4 Fill Options 5 Stroke Options 7 Global Options 8

More information

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016 Computergrafik Matthias Zwicker Universität Bern Herbst 2016 Today More shading Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection and refraction Toon shading

More information

BCC Multi Stretch Wipe

BCC Multi Stretch Wipe BCC Multi Stretch Wipe The BCC Multi Stretch Wipe is a radial wipe with three additional stretch controls named Taffy Stretch. The Taffy Stretch parameters do not significantly impact render times. The

More information

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. 11 11.1 Basics So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. Global models include incident light that arrives

More information

2/26/2016. Chapter 23 Ray Optics. Chapter 23 Preview. Chapter 23 Preview

2/26/2016. Chapter 23 Ray Optics. Chapter 23 Preview. Chapter 23 Preview Chapter 23 Ray Optics Chapter Goal: To understand and apply the ray model of light. Slide 23-2 Chapter 23 Preview Slide 23-3 Chapter 23 Preview Slide 23-4 1 Chapter 23 Preview Slide 23-5 Chapter 23 Preview

More information

COMP environment mapping Mar. 12, r = 2n(n v) v

COMP environment mapping Mar. 12, r = 2n(n v) v Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

More information

Lighting and Shading

Lighting and Shading Lighting and Shading Today: Local Illumination Solving the rendering equation is too expensive First do local illumination Then hack in reflections and shadows Local Shading: Notation light intensity in,

More information

Radeon ProRender add-in for SOLIDWORKS. User Guide v1.1

Radeon ProRender add-in for SOLIDWORKS. User Guide v1.1 Radeon ProRender add-in for SOLIDWORKS User Guide v1.1 This document is a user and setup guide with tips and tricks on how to render photorealistic images in real-time, apply decals and create animations.

More information

Chapter 4- Materials and Textures

Chapter 4- Materials and Textures Chapter 4- Materials and Textures Materials and textures are what change your model from being gray to brilliant. You can add color, make things glow, become transparent like glass or make them look like

More information

Lecture 11: Ray tracing (cont.)

Lecture 11: Ray tracing (cont.) Interactive Computer Graphics Ray tracing - Summary Lecture 11: Ray tracing (cont.) Graphics Lecture 10: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Ray tracing -

More information

CS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017

CS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017 CS354 Computer Graphics Ray Tracing Qixing Huang Januray 24th 2017 Graphics Pipeline Elements of rendering Object Light Material Camera Geometric optics Modern theories of light treat it as both a wave

More information

The Bricks2D texture has axial projection methods available such as spherical, cubic, planar, front, cylindrical and UV.

The Bricks2D texture has axial projection methods available such as spherical, cubic, planar, front, cylindrical and UV. 2D Textures 2D textures consist of images or procedurals that can be mapped to the object surface during the shading computation. An algorithm is used for wrapping the texture around the object s surface

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

Announcements. Written Assignment 2 out (due March 8) Computer Graphics

Announcements. Written Assignment 2 out (due March 8) Computer Graphics Announcements Written Assignment 2 out (due March 8) 1 Advanced Ray Tracing (Recursive) Ray Tracing Antialiasing Motion Blur Distribution Ray Tracing Ray Tracing and Radiosity Assumptions Simple shading

More information

CS5620 Intro to Computer Graphics

CS5620 Intro to Computer Graphics So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading

More information

Photorealism: Ray Tracing

Photorealism: Ray Tracing Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any

More information

When light strikes an object there are different ways it can be affected. Light can be

When light strikes an object there are different ways it can be affected. Light can be When light strikes an object there are different ways it can be affected. Light can be transmitted, reflected, refracted, and absorbed, It depends on the type of matter that it strikes. For example light

More information

PHYSICS. Chapter 34 Lecture FOR SCIENTISTS AND ENGINEERS A STRATEGIC APPROACH 4/E RANDALL D. KNIGHT

PHYSICS. Chapter 34 Lecture FOR SCIENTISTS AND ENGINEERS A STRATEGIC APPROACH 4/E RANDALL D. KNIGHT PHYSICS FOR SCIENTISTS AND ENGINEERS A STRATEGIC APPROACH 4/E Chapter 34 Lecture RANDALL D. KNIGHT Chapter 34 Ray Optics IN THIS CHAPTER, you will learn about and apply the ray model of light Slide 34-2

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

3 Interactions of Light Waves

3 Interactions of Light Waves CHAPTER 22 3 Interactions of Light Waves SECTION The Nature of Light BEFORE YOU READ After you read this section, you should be able to answer these questions: How does reflection affect the way we see

More information

specular diffuse reflection.

specular diffuse reflection. Lesson 8 Light and Optics The Nature of Light Properties of Light: Reflection Refraction Interference Diffraction Polarization Dispersion and Prisms Total Internal Reflection Huygens s Principle The Nature

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

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

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

Illumination & Shading: Part 1

Illumination & Shading: Part 1 Illumination & Shading: Part 1 Light Sources Empirical Illumination Shading Local vs Global Illumination Lecture 10 Comp 236 Spring 2005 Computer Graphics Jargon: Illumination Models Illumination - the

More information

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today! Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling

More information

Chapter 5 Mirrors and Lenses

Chapter 5 Mirrors and Lenses Chapter 5 Notes: Mirrors and Lenses Name: Block: The Ray Model of Light The ray model of light represents light as a line, or ray, indicating the path of a beam of light. Light travels in straight lines

More information

Chapter 12 Notes: Optics

Chapter 12 Notes: Optics Chapter 12 Notes: Optics How can the paths traveled by light rays be rearranged in order to form images? In this chapter we will consider just one form of electromagnetic wave: visible light. We will be

More information

Computer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College

Computer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College Computer Graphics Shading Based on slides by Dianna Xu, Bryn Mawr College Image Synthesis and Shading Perception of 3D Objects Displays almost always 2 dimensional. Depth cues needed to restore the third

More information

Materials in Kerkythea ~ a beginners guide

Materials in Kerkythea ~ a beginners guide Materials in Kerkythea ~ a beginners guide I started using Kerkythea as a way of rendering SketchUP models. I quickly found that I needed to be able to create and work with materials. I read Patrick Nieborg

More information

Render methods, Compositing, Post-process and NPR in NX Render

Render methods, Compositing, Post-process and NPR in NX Render Render methods, Compositing, Post-process and NPR in NX Render Overview What makes a good rendered image Render methods in NX Render Foregrounds and backgrounds Post-processing effects Compositing models

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