3D Modelling 2
Aims of today Discuss your assessments
Presentation Portfolio
Materials Why materials Working with materials in 3ds max Shaders and rendering Surface properties Applying maps
Bitmaps Procedural
Libraries Exporting materials
3D Modelling 3
Your portfolio Create a series of non-trivial and novel
3D applications Build upon concepts taught in the
tutorials Submission of paper screenshots Submission of electronic version
On the disc you are expected to provide: Webpages with critical reflection and links to your
models Your models Copy of your presentation
3D Modelling 4
Portfolio 4An interactive model of an object, added to your room. The subject of this object will be given to you in class. Marks will only be awarded for elements identified by you in your documentation and that go beyond the scope of the tutorials used in the teaching session.
You choose one from: A BBC Micro computer
http://en.wikipedia.org/wiki/Bbc_micro
A trading starship, a Cobra Mark III, from the game Elite
http://en.wikipedia.org/wiki/Elite_(computer_game)
A room or building from the Hope campus
3D Modelling 5
Materials - a context… To model furniture how would you
apply material to an object to model: A shinny metal chair? Wood surface on a chest of drawers? Marble vase? A glass table top? A tumbler with blackcurrant squash?
3D Modelling 6
…and more To display a wooden bowl, full of
oranges? A video recorder? A stone fireplace? A metal light fitting, with the light
turned on? A TV? A plastic chair? A magazine?
3D Modelling 7
Concepts Consider modelling a brick wall Can you think of three ways to do it? Which would look best?
3D Modelling 8
Using materials in 3ds max Use the library that comes with the
software Or make you own
Simple material Using a material texture Use a map
Apply sections or in particular ways
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Materials Materials are like paint With materials, you make apples red
and oranges orange You put the shine in chrome and the
polish on glass Materials are what make your
scenes look real
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Materials and light Light is reflected from the surfaces
of your model Consider how the light and materials
will interact Will it reflect its surroundings? Will it be bumpy or smooth? Old, clean or dirty?
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Material editor Materials
Defined Created Applied
Sample shots Parameters
Shaders Maps
3ds max v7
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Standard materials You can create an unlimited number
of materials The most important part of the
material is the shader A mathematical formula that defines
the way that a surface is affected by light
You choose a shader according to the surface you hope to create
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Rendering The computer “paints” the result of
calculation onto the screen as an image Takes into account the geometry of the
model, but also Colours Textures Light position, intensity, colour
The viewport is a preview, you need to render the scene to see the materials properly
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Shaders and rendering For standard materials, a shader is
an algorithm that tells your software how to calculate surface rendering
Each shader has a unique set of characteristics in order to serve a particular purpose
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Maps and the Standard Material Think of the Standard Material as an
easel The shader is the surface type
Canvas, paper, metal Maps are the paintbrushes
Use them to add colour and texture
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Rendering modes Wireframe – most basic Flat render – single colour in the middle
of the polygon Gourand or smooth renderer – smoothly
blended object surfaces Phong Blinn Ray tracing – special type
Reflections Radiosity Takes longer to render as it attempts to
physically model a surface
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3ds types of shaders Seven shaders used with a standard material
Anisotropic: For surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal.
Blinn: For rounder, softer highlights than Phong shading Metal: For metallic surfaces Multi-Layer: For surfaces with more complex highlights
than Anisotropic Oren-Nayar-Blinn: For matte surfaces such as fabric or
terra-cotta Phong: For surfaces with strong, circular highlights Strauss: For metallic and nonmetallic surfaces. The
Strauss shader has a simpler interface than other shaders.
Translucent: Similar to Blinn shading, the Translucent shader also lets you specify translucency, where light is scattered as it passes through the material.
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Phong Smoothes the edges between
faces and renders highlights realistically for shiny, regular surfaces
Interpolates intensities across a face based on the averaged face normals of adjacent faces.
Calculates the normal for every pixel of the face. 3ds max v7
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Blinn shading Blinn shading is a subtle variation on
Phong shading The most noticeable difference is
that highlights appear rounder
3ds max v7
3D Modelling 20
Ray tracing Each pixel is
calculated In 3ds max it uses
mental ray renderer Generate reflections
and refractions Ray tracing traces the
path of rays sampled from the light source
Reflections and refractions generated this way are physically accurate 3ds max v7
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Reflections and Radiosity Ray-tracing algorithm takes into
account reflections and radiosity
3ds max v7
3D Modelling 23
Standard colour components 1. Specular
The colour of shiny highlights
2. Diffuse The colour of the
object in direct, "good" lighting
3. Ambient colour The colour of the
object in shadow
Some shaders generate the specular colour, rather than letting you choose it.
3ds max v7
3D Modelling 24
Colour Hue
Frequency of the light coming form the object
Saturation How concentrated
the colour is Value
Lightness or darkness of a colour
Additive colour model RGB
3ds max v7
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Shininess Overall reflective
nature of the object
Specularity Intensity of the
highlight Glossiness
The size of the specular highlight
Top sphere: Glossiness=100; Specular Level=100
Left sphere: Glossiness=50; Specular Level=50
Right sphere: Glossiness=0; Specular Level=0 3ds max v7
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Anisotropic highlights The Anisotropic
shader creates surfaces with elliptical highlights
Good for modelling hair, glass, or brushed metal
3ds max v7
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Activity Use a box to create a tray or table top Create a 2 x 3 array of spheres on the
top Save to use again
Create 6 different materials and apply them to your spheres Polished steel, brushed aluminium, red
dull plastic , red shiny plastic………….
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Translucency and refraction A translucent
material transmits light, but unlike a transparent material, it also scatters the light so those objects behind the material cannot be seen clearly
Simulate frosted and etched glass 3ds max v7
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Activity Reopen your saved file
Make a partially transparent glowing material Use the translucent shader Select self-illumination
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Materials and maps Materials describe how an object
reflects or transmits light Within a material, maps can
simulate textures, applied designs, reflections, refractions, and other effects
3ds max v7
3D Modelling 33
2D maps 2D Maps are two-dimensional
images mapped onto the surface of geometric
objects or used as environment maps to create
a background for the scene Bitmaps can be used as 2D maps Other kinds of 2D maps are
generated procedurally
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Diffuse map An image is used
as a diffuse map Applied to the
surface of the object
Overrides the base colour Wood grain Texture of fruit Marble 3ds max v7
3D Modelling 35
Procedural maps Derived from
mathematical equations Simple or complex Do not degrade
when you zoom into them
They are 3D Marble material goes
through an object as if it were solid 3ds max v7
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Mapping textures Mapping is a method of projecting
pictorial information onto surfaces It is a lot like wrapping a present
with wrapping paper
3ds max v7
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Why use bitmaps? Stick a logo on something Making street scenes or urban
landscapes Use with billboard Used with avatars
The map is generated by a graphic artist
Use with care in real-time modelling Why?
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Tiling Repetition of an
image over a large area
Use less memory Can look too
uniform Can get join
patterns3ds max v7
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Face mapping Ignores any mapping coordinates Conforms the image to the faces
Select the desired face Apply the image
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Bump map Bump mapping
makes an object appear to have a bumpy or irregular surface
Manipulates the object’s normals Does not affect the
object’s mesh 3ds max v7
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UVW co-ordinates Most material maps are a 2D plane
assigned to a 3D surface. The coordinate system used to
describe the placement and transformation of maps
Mapping coordinates use the letters U, V, and W The three letters preceding X, Y, and Z
in the alphabet.
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Activity Add a procedural map to your scene
Wood Marble
Change the colours and grain
Add a bitmap to a material in your scene
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Material libraries Materials used in a model are saved
in the max file
The software comes with libraries of materials
Create your own materials Which can then be saved to a library
for use on another project Make a library from a particular scene
3D Modelling 45
Special libraries Ray trace
Attempts to physically model a surface instead of simulating it
Form of rendering that calculates rays of light
Supports advanced transparency parameters such as fog
Architectural Actual physical properties Use with photometric lights to model
real-life objects
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Activity Use the material library to add the
following: Clear glass Earth Clouds Mirror
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Animated textures Use an animation or video
A model of a TV May loop Think about transitions
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Environments You can use an
image as a background Rendering>Environm
ents
3ds max v7
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Bitmaps for exported models Exported files do not always take
colours or textures with them Bitmaps can be better, but you need
to collect them With 3ds max use Utilities > More… > Bitmap/Photometric
Paths > Path Editor > Edit Resources
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Covered today Why materials Working with materials in 3ds max Shaders and rendering Surface properties Applying maps
Bitmaps Procedural
3D Modelling 52
Self assessment To model furniture how would you
apply material to create Shinny metal Wood surface Marble A glass table top A tumbler with blackcurrant squash
3D Modelling 53
Self assessment …and more
To display a wooden bowl, full of oranges A video recorder A stone fireplace A metal light fitting, with the light turned
on A TV A plastic chair A magazine
3D Modelling 54
References Giambruno M, (2002) 3D Graphics & Animation,
2nd Edition, New Riders, ISBN: 0-7357-1243-3 Kerlow I. V., (2003) The Art of 3-D Computer
Animation and Effects , 3rd Edition, John Wiley & Sons Inc; ISBN: 0471430366
Murdock K. L., 3ds max7 Bible, Wiley Publishing; ISBN: 0-7645-7971-1
Screen shots taken from 3ds max 7 User Reference and tutorials
Discreet, 3ds max6 fundamentals courseware, Autodesk; ISBN 1-56444-976-9
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