Saturday, April 30, 2011

Walk Cycle reference images





http://souanimation.blogspot.com/2010/10/week-4-walk-run-love-live.html

Thursday, April 28, 2011

CQU: MMST11010 Illustration & Visualisation Assignment 1 (Ref)

6.1 observation of frontal and profile heads and filling in "blanks"



 7.2 cross-hatching
  
Ref website: http://www.methart.com/tutorials/hatching.html

Thursday, April 7, 2011

Tuesday, April 5, 2011

Monash_S1 2011_3D_Week 06











UV Mapping

1) Coka Can - Cylindrical Mapping
   
2) Animal Head
   - Planar Mapping
   - Manage UVs
   - Split UVs
   - Flip UVs
   - Move and Sew Uvs
   - Unfold UVs
=====================================================================
Workflow of Global Illumination

1) Direct Illumination
   - Emit Photons
   - Render Setting - Mental Ray - Indirect Lighting - Global Illumination
   - Lighting attribute 
     - Photon Intensity
     - Exponent
     - Photon Color & Value

Note: 1) Scene Scale

2) Seprate Direct Lighting and inDirect Lighting

3) Global Illum Photons numbers

4) Global Setting
     - Accuracy
     - Scale
     - Radius

5) Final Gather*

6) Map Visualiser
     - Render Settings - Indirect Lighting - Photon Map - Enable Map Visualizer
     - Window - Rendering Editors - Mental Ray - Map Visualizer.
  
7) * Photons in close scene
   - Save and reuse Photon Map File to speed up rendering (Accuracy & Radius)
   - Rebuild Photon Map
   * Animated objects with rebuild photon maps  


8) Create MentalRay Nodes - Materials - dielectric_material
  - Render Settings - Quality - Raytracing
  - Render Settings - Indirect Lighting - Photon Tracing

9) MR Material - mib_illum_lambert
   - input and output connections - Mental Ray - Custom Shaders - Photon shader
   - photonic materials - mib_phonton basic
   - Refine values on photon shader & MR Material

10) MR Material - MR Architectural Material
    - mia_material_x
    - wall material with 0 reflectivity
    - drop phonton energy

* Customise GI effect on paticular material

=====================================================================

Workflow of Final Gather

1) Difference between GI and FG

2) Enable FG
   - Render Settings - Final Gathering
   * render time increased
   * Use Raytrace shadows
   * White abm color to trick FG points to simulate Slef-Illum object
   * Lower intensity of lights

3) Increase / decrease Irradiance Color to control FG Illumination
   * Value could > 1

   Irradiance: how much light bounce off object to its surrounding environment
   Irradiance color: how much environment object receives as a result

4) FG Attributes in Render Settings (+ Final Gathering Map - Diagnose Finalgather)
   - Accuracy (100 vs 10)
     note: 500 for production

   - Point Density
   - Point Interpolation

5) * Plane self-Illum light source (Lambert with white color/amb color )

6) Render Settings - Final Gathering Map - Enable Map Visualizer 

7) Save and reuse FG data
   - combine FG data by using "Rebuild-off"

8) Render Settings - Final Gathering Tracing -  optimise for animations

9) FG secondary diffuse bounces
   Render Settings - Final Gathering Tracing -  Secondary Diffuse Bounces