Saturday, April 30, 2011
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
7.2 cross-hatching
Ref website: http://www.methart.com/tutorials/hatching.html
Thursday, April 14, 2011
Sunday, April 10, 2011
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
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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
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