Lighting Camera Materials
Lighting Camera Materials
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1-Texture Mapping
To create a surface that resembles real life you
need to turn to texture mapping.
This process is similar to adding decorative paper
to a white box.
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Texture Tilingتكرار
The image exists from (0,0) to (1,1) in texture
space, but that doesn’t mean that texture
coordinates have to be limited to that range
We can define various tiling or wrapping rules to
determine what happens when we go outside
أكبر أو أقلof the 0…1 range
Tiling
(1,1)
y
(0,0)
Texture Space
2- Shaders
A shader describes the:
1. entire material on an object,
2. how the light is reflected,
3. how Light absorbed أمتصاص,
4. transparency
5. and bump maps,
6. Ambience : global light around the objects
7. Reflectivity : reflection of lights
8. Specularity: bright spots cause by light reflections
9. Glow
Shaders and textures can often times be confused, but a texture is
something that gets connected to a shader to give the 3D object its
particular look.
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3- UV Mapping
+ =
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4-Light Maps
‘Multi-texturing’ idea:
pre-render special lighting effects
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7- Bump Maps
A bump map gives the illusion of depth or relief on a
texture without greatly increasing render time.
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Bump Mapping: Example
+ =
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9- Normal Maps VS. Bump Maps
both affect the normals of your geometry and create the illusion of
detail without having to rely on extra geometry
bump maps just encode height information using black and white
values
Black: minimum height delta
White: maximum height delta
normal maps use RGB values to signify the orientation of the
surface normals:
red, green and blue channels = X, Y and Z orientation of the surface
Normal maps can typically get more detailed information onto the
surface
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10- Displacement Mapping
• Actually move the vertices
along their normals by
looking up height deltas in
a height map
• Displacing the vertices of
the mesh will deform يغير شكل
the mesh, producing
different vertex normals
because the face normals
will be different
• Unlike bump/normal
mapping, this will produce
correct silhouettes ظلand
self-shadowing
Displacement map on a plane at different levels of subdivision
http://en.wikipedia.org/wiki/Displacement_mapping
http://www.nvidia.com/object/tessellation.html
https://support.solidangle.com/display/AFMUG/Displacement
11- Baking
حفظ التأثيرات الضوئية بشكل ثابت كصورة
To shorten render times you can bake all the
materials, textures and illumination information
into an image file
For instance,
you could bake all the lighting information directly onto
an existing texture, render it once, and then delete
the actual lights used in the scene. This is great for
games because a light would need to be recalculated
in every new frame.
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Topic 3- Skeletal Animation
الحركة بناءا ً على هيكل عظمي
Skeletons
• Skeleton: A pose-able framework of joints arranged
in a tree structure. The skeleton is used as an
invisible armature to manipulate the skin and other
geometric data of the character
• Joint: A joint allows relative movement within the
skeleton. Joints are essentially 4x4 matrix
transformations. Joints can be rotational,
translational, or some non-realistic types as well
• Bone: Bone is really just a synonym for joint for the
most part. For example, one might refer to the
shoulder joint or upper arm bone (humerus) and
mean the same thing
Bones and Joints
Example Joint
Hierarchy
لالطالع
https://mocappys.com/how-to-rig-a-character-for-motionbuilder/#.XabjVXFS_Z4
Joint Limits
• To prevent joints from bending انحناءthe
wrong way, you may need to inform the
software exactly what the limits are for a
specific joint.
• Most packages allow for these limits to be
configured on a joint-by-joint and axis-by-axis
basis