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IF.UB. TEKNOLOGI. ANIMASI. 09/ 04 / 10. Eriq Muhammad Adams J. - eriq.adams@gmail.com. http://lecture.ub.ac.id/eriq. Materials, UV Unwrapping, Lighting. Today’s Agenda. Materials in Blender UV Mapping Lighting. 1: Materials in Blender. 4 main materials components : base colors
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IF.UB. TEKNOLOGI ANIMASI 09/04/10 Eriq Muhammad Adams J. - eriq.adams@gmail.com http://lecture.ub.ac.id/eriq Materials, UV Unwrapping, Lighting
Today’s Agenda • Materials in Blender • UV Mapping • Lighting
1: Materials in Blender • 4 main materials components : • base colors • shaders • reflection/transparency • textures
1: Base Colors • “Col” to set overall color, “Spe” n “Mir” for specularity & reflection
1 : Base Colors • 3 Different type of colors you can set : • Diffuse : The first color block, labeled Col. This is the main color of the object, or the primary hue that the material reflects to the camera. • Specular : One of the cool things about working in computer graphics is that you have a say over things that you don’t normally control in the real world. The Specular color, or Spec, is one of those things. By adjusting this color, you actually control the color of the highlights on the material.
1 : Base Colors • Mirror: Another material type of color that computer graphics gives you the ability to control is the Mirror color. If you turn on reflections for a material, the reflections in the object are tinted with the color you set here.
1 : Shaders • 2 kind of shaders type : • Diffuse shaders • Specular shaders
1 : Diffuse shaders • Lambert : This is a good general purpose shader. The only adjustable setting for this shader is Ref, or reflection. This controls how much light the material reflects. The default setting of 0.8 means that the material reflects 80% of the light and absorbs 20%. • Oren-Nayar : The Oren-Nayarshader is similar to the Lambert shader, although it has an additional roughness setting that takes into account the imperfections that the surface of an object may have. This gives you a material that reacts to light in a slightly more realistic way.
1 : Diffuse shaders • Toon : In sharp contrast to the previous two shaders, the Toonshader does not aim to be realistic. Instead, it tries to reproduce the hard-edged cel shading that’s often seen in traditional hand-drawn animation. By adjusting the Size and Smooth settings in addition to the Ref, you can control the number of discrete colors that the shader uses.
1 : Diffuse shaders • Minnaert : This shader is pretty slick. By default, it’s set up to behave just like the standard Lambert shader. However, if you adjust its Dark value to a number less than one, the edges of the object with this material get lighter. Setting Dark to values greater than one darkens the parts of the object that point to the viewer. This is a great way fake a backlight on an object or give it a somewhat velvety look. I also like to use this shader for shiny metals.
1 : Diffuse shaders • Fresnel : Pronounced “FRAY-nel”, this shader is also a nice one to use for metals and glassy materials. It’s like the Minnaertshader, except instead of working relative to the viewer, it works relative to the light source. Higher Fresnel values darken parts that point toward the light source and this multiplies by the Fac, or factor value.
1 : Diffuse shaders Lambert Oren-Nayar Toon Minnaert Fresnel
1 : Specular Shaders • CookTorr (Cook-Torrance): The Cook-Torrance shader is Blender’s default specularshader. In addition to the spec value, it also has a setting to control hardness. Higher hardness values make the highlight smaller and more compact, whereas lower values spread the highlight over more of the object’s surface. This shader is good for shiny plastic materials. • Phong : This shader is nearly identical to the Cook-Torrance shader, although not quite as optimized. The edge of the specular highlight with this shader is a bit softer, making it a bit nicer for less shiny plastics and organic materials.
1 : Specular shaders • Blinn : The Blinnshader is a more refined shader that is generally more accurate than the Cook-Torrance or Phongshaders. In addition to the Spec and Hard values, this shader also has a Refr, or refraction setting. Now, this refraction isn’t quite like you might expect. What you really need to remember is that the Refr value controls the softness of the highlight. It’s sort of a finer intensity control that Spec can give you. This shader works well with the Oren-Nayar diffuse shader for getting physically accurate materials that behave more like materials in the real world.
1 : Specular shaders • Toon : Like the Toon diffuse shader, the Toonspecularshader breaks the specular highlight into discrete bands of lightness to recreate the look of traditional cartoon coloring. • WardIso : I like to use the WardIso, short for “Ward Isotropic” shader along with the Minnaert and Fresnel diffuse shaders for metallic or shiny plastic materials. The rms, or root-mean-square, value is a mathematic variable in the shader algorithm which controls the sharpness of the highlight’s edge. Lower values are sharper and higher values are more dispersed.
1 : Specular shaders Cook-Torr Phong Blinn Toon WardIso
1 : Reflection & Transparency • Raytracing : accurate reflections, have depth-value Alpha trans Z-trans Raytrace-trans
1 : Texture • 2 kind of texture : • Procedural texture • Image-based texture
1 : Procedural texture • Distorted Noise : pretty slick, very rough, complex surfaces. • Voronoi : don’t have noise basis. Suit for stained glass, textured metals, or colorful mosaics. • Musgrave : flexible for organic materials. • Noise : simple procedural texture. • Blend : like simple gradient with versatile mapping. • Magic : suit for blankets or any other type of clothes • Wood : for wood-like surfaces Stucci : organic texture for bump map
1 : Procedural Textures • Marble : like wood text. Suit for fire, small ripples in ponds or lake, smaller pools of water. Clouds : suit for smoke and clouds. EnvMap : Environment Map , to fake reflection of object
1: Image-Based Texture • 4 different textured projection
1: Textured Projection • 4 different textured projection
2 : UV Mapping • UV coordinates are probably the most precise way of mapping a texture to an object. • Use UV Image Editor in blender.
2 : UV Mapping • Let’s take a look this!
3: Lighting • Standar Lamp : shinning in all directions
3 : Lighting • Sun : directional lighting, can cast shadows with raytracing.
3 : Lighting • Spot : to add soft shadows when use raytracing. • Hemi : no shadow-calculation, a big, illuminating half-sphere surrounding the scene.
3 : Lighting • Area : realistic light
3 : Ambient Occlusion • Ambient occlusion approximates the lighting conditions of an overcast day, where light comes equally from all directions. This gives very soft shadows and darkens corners and places where objects are close to one another. Used alone, it does look very much like an overcast day, resulting in a flat, boring render. But used as a supplement to standard lights, it adds a great touch of extra realism. Without AO, we must do complex lighting
Next… • Labs : Materials, UV unwrapping, Lighting