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ShiryokuJournalMaterial & Lighting Notes W1

July 16th, 2009

Material & Lighting Notes W1

Notes will be in Italics.

Animating is the most heavily scrutinized job to go into out of college. Anyone off the street can look at a piece of animation and see the errors in it. Not true with modeling, someone can model an alien, no one knows what an alien looks like, except maybe the people that live under the overpass.

We will not be creating a demo tape anymore, we will be making a website to show off our portfolio online.

We will play around with lights, and learn to make textures from photoshop, photo reference, hand painted textures, etc.


Eh... I think the teacher got sidetracked talking about schedules. I wish Summer had been a little longer! I can't wait for Watchmen next week! I think he's back on now... Nevermind.... Kim wants the Sims 3.... me too... I always end up playing the lame console versions that are extremely limited.... Ok NOW he's talking about the course....

Rendering Engines:

Default Scanline Renderer: basic renderer since program inception. Less control, scans 1 horizontal row of pictures at a time, averages them together and figures out a solution to render them, takes pixels from extreme left and right and averages them together, next row does the same thing without referencing the previous row. Very innefficient.

Mental Ray: Used to be plug-in, used to cost $10,000 alone, but Autodesk bought it and put it into their programs. One of the better rendereing engines. (V-Ray, Brazil, and the granddaddy; Renderman, Pixar's proprietary engine.) Renders in "buckets", little squares of similar pixels to average together, more efficient way of averaging data and providing an accurate render. Can use pixel sampling, adjust to determine the quality and amount of time required for output. Comes with it's own set of lights and materials. Scanline lights and materials may be used also.

Something about F-22's..... and killing people.... and how safe out country is what with the war on terror being over and stuff...

Bump map is a fake way of showing surface topography.

Specular shows areas where cast light will react more to surface of model.

Normal map is a bump map on steroids, light will react to the surface topography unlike a bump map.

Ambient Occlusion map shows surfaces where light is not able to hit.

Diffuse/Color map.... ah whatever...


So... Anyone played Ghostbusters? Pretty fun game! ... I'm playing through it on the hardest difficulty right now... But it's awesome, especially if you like the movies!

I'm liking where this season of RVB is going... Everyone slowly coming back together, and Wash isn't gone, so that's cool!

I wish 3ds MAX was compatible with Mac.... I have every program I need for school on my Macbook Pro EXCEPT for that one... It would be nice to be able to do ALL of my homework in the comfort of my own home...

My girlfriend is sitting next to me on deviantart, I must be the only person in the animation department at this school that is not a member of that site. This is the only social networking site that I'm a member of... I like this community a lot.

I guess back to class?

Shift-W to get rid of steering wheel in MAX. That annoying little bastard....

Render Preset: change to "mental.ray.no.gi" hit load.

Sampling quality: 1:16 Never set minimum to same as maxium. Min must always be one number value lower than Max. Higher you go, better the quality, longer the time to render. For final, use Mitchell filter, otherwise use box.

Lights:

Standard: "stupid" lights.

Photometric: Based on real world lighting power/strength, use lights based on watts of real light bulbs, mostly used in architecture.

Systems has two lights, sunlight, and daylight. Don't use sunlight, daylight is better. Daylight can show a picture of the sun in the sky. Creates environmental sky.

Light lister: Lighting technician's workspace. All lights show on this screen. Allows to change settings of lights on the fly.


BREAK TIME!!

BACK TO CLASS!!

GI: Global Illumination. Ray tracing and radiosity are two froms of GI.

Specular highlight, areas of surface where light is strongly reflected. Creates wet look seen often in video games.

Direct light is anything that kicks out a light source.

Indirect light is anything that reflects light.

It's easy to place lights, it takes a lot more effort to fix the settings, tweak them to get what you want.

Customize: Unit Setup, 1 Generic Unit=1 Inch


Eh.... we did a demonstration the rest of class. Not much notes to be taken...

Homework: 3-point lighting, 1 key light, main light, strongest, casts main shadows. Comes from upper right. 1 fill light, fill area key light can't get to casts shadow. 3rd light, back light, behind psych wall, up high, brightens scene. Play around with this. 3 Target spotlights. Close off hot spots to .5, use 1 falloff. White color. Mess with position, multiplier, and shadows. Use shadow map.


YAY I CAN EAT NOW!