- 3 renders @ 1280 x 720 resolution
- 1 of your renders should show a different lighting setup.
- zip file containing:
- maya file
- textures
Materials and Lighting
Friday, September 20, 2013
Final Project submission checklist
Final project submissions MUST include the following:
Friday, September 6, 2013
GI/AmbOcc/FG workflow
- Create a light in your scene and enable photon emmission
- Disable use default lighting in the render settings
- Use the default quality settings and render
- optional: attache a MR physical light shader to the light. This approximates physical lighting through the value of the light's color. A way to derive an accurate value setting is to divide the photon intensity of the light by PI (3.14).
- optional: attache a mia_exposure_simple node (under Mental Ray lense shaders) to the camera(s) you are using to render. This will enable fine-tuned exposure control for your lighting.
- Increase Photon Intensity until you can see the image or have the brightness near what you want.
- If the Photons hits are splotchy (and they will be) increase the number of GI Photons emitted.
- Raise the Accuracy by 200 until you can't see much difference. Go back to the lower setting when you couldn't see a change.
- Is there enough detail, or is it looking soft and blurry? If too soft, increase the number of photons.
- Use the map visualizer to see how the photons are hitting in the scene. Adjust your light source? Add in additional lights?
- Adjust gain and compression in the mia_exposure node
- Use MIA_material and enable ambient occlusion.
- You might now need to decrease your Photon Intensity (because you now have more photons illuminating the scene).
- Again, raise accuracy by 200 until you can't see much difference.
- Repeat until satisfied.
- If you decide to add in Final Gather to help smooth out results:
- Turn on Precompute Photon Lookup in RenderSettings>IndirectLighting>Final Gathering Map.
- Try immediately decreasing by 1/2the number of Photons emitted . You probably can get by with less and this will save you render time.
- You may want to increase the Photon Intensity so its effect is still evident.
- All the normal Final Gather attributes come into play now and need to be tweaked.
- With Global Illumination turned on, Final Gather will not use "Secondary Diffuse Bounces" Keep that at zero.
Global Illumination, Ambient Occlusion and Final Gather
http://wiki.bk.tudelft.nl/toi-pedia/MR_Rendering_an_interior_scene_with_artificial_lighting_(GI_and_FG)
http://userpages.umbc.edu/~bailey/Courses/Tutorials/Ext_Int_Lighting/Gi_Reminders.html
http://wiki.bk.tudelft.nl/toi-pedia/Mental_Ray_Ambient_Occlusion_tutorial
http://wiki.bk.tudelft.nl/toi-pedia/MR_Using_mia_exposure_simple#Exposure_control_and_File_textures
http://userpages.umbc.edu/~bailey/Courses/Tutorials/Ext_Int_Lighting/Gi_Reminders.html
http://wiki.bk.tudelft.nl/toi-pedia/Mental_Ray_Ambient_Occlusion_tutorial
http://wiki.bk.tudelft.nl/toi-pedia/MR_Using_mia_exposure_simple#Exposure_control_and_File_textures
Friday, August 23, 2013
Bonus tools and auto unwrap uv
Autodesk Maya bonus tools:
http://area.autodesk.com/bonus_tools
http://area.autodesk.com/blogs/stevenr/bonustools-2013---uv-tools
Auto UV unwrap demo:
http://www.youtube.com/watch?v=UyhwoZTrB_s
Friday, July 26, 2013
Texture painting tips and workflow
- You can paint on 3d objects in Maya and Phototshop
- Use a variety of brush shapes
- Use a variety of opacities
- Sample from existing textures with the clone and pattern stamp tools
- Blend layers on top of each other
- Paint texture guides in advance in Maya
- Use a wacom tablet
- Use photoshop brush textures
- Use crazy bump to generate normal and spec maps
- Use high quality rendering and lighting in Maya to see normal and spec.
Workflow
- Layout UV's
- Paint base colors in 3d (optional)
- Perform UV snapshot and/or establish photoshop network
- bring snapshot into Illustrator for vector work
- add new layers in photoshop, begin painting base texture patterns using guides
- add new layers in photoshop, sample and clone from source material
- blend layers together using blend modes and opacity changes
- save PSD, update network in Maya
- Correct texture seams using Maya or Photoshop 3d paint
- use final color map to generate spec and normal maps using crazy bump.
Thursday, July 25, 2013
Week 3 lecture
- creating photoshop networks
- painting textures in photoshop
- process:
- establish base color layers
- sample (clone) patterns from image files
- blend
- on 2d image
- on 3d object
- painting textures in maya
- using 3d paint tool to establish texture guides
- removing texture seams
- offset filter
- live 3d cloning
- blending procedurals and bitmaps
- crazy bump
- intro to Mental Ray
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