Texture & Lighting

Lecture Notes

 

1.Grades & Books

Grading:

  • 5% Attendance (20 points off for absence, 10 points off for late)
  • 5% Participation
  • 25% Homework
  • 65% Projects

The assignments are as follows:

Summer 2007 Texture and Lighting Assignments

Sign up at snapgrades.net now.

Software Used: Maya 8.5, Mental Ray, Photoshop, After Effects

Maya Help: Search for “Limitations”

To note current maya bugs/issues and sometimes how to work around them.

Bibliography:

  • The Special Effects Handbook (for Maya 7 and 8): Alias
  • Texturing : Concepts and Techniques: Dennis Summers
  • Digital Texturing & Painting: Owen Demers
  • Digital Lighting & Rendering: Jeremy Birn
  • Advanced Maya Texturing and Lighting: Lee Lanier
  • Learning Maya 7 Foundation: Alias
  • Maya Professional Tips and Techniques: Lee Lanier
  • Maya Visual Effects: The Innvoators Guide: Eric Keller

2. Lighting & Cameras

Lights:

Default Lights.

Maya creates and deletes a directional light for you.

Intensity: brightness of light

Can be negative to subtract light.

Directional

Icon: parallel arrows (scalable)

No decay

Point

Omni directional from a point

Light bulb / candle

Has decay

Expanding shadows

More subtle shading

Ambient

Ambient Shade =0 then

Non-directional light
Simulates diffuse scattered light
Lights the dark/shaded areas uniformly.
No decay
No spec
No bump (if no other lights in scene)

Ambient Shade > 0 then

Acts more like a directional light

Ambient Shade = 1 then fully directional.

Area

More realistic highlight sizes (straight long like neon lights)

Soft lighting distribution

Better shadows that vary from hard to soft

Can scale it non uniformly.

Bigger it is the more light that is emitted.

Depth map shadows do not reflect the size and orientation of the area light.

Spec on anisotropic is poorly defined.

Volume

Sphere’s cylinders, box or cone.

Can see a visual icon of where the light falls.

Color Range section lets you blend light colors.

Volume Light Direction is changeable.

3/4 Light setup (Key, Fill, Rim)

lighting_rig

Key

Fill

Rim

Bounce

Parented to geometry

Follow character around.

Light Linking

Selection indicates utilization

Cameras:

Aspect Ratios: Matching BG plates.

Load D1 image as image plane.

Set camera preset to 35mm TV Projection

Fit to Size image plane.

Display Options

View Film and Resolution Gates.

Overscan = 2.0

Creating a Camera turn table:

Several ways:

Automatically in Maya
Manually (better)
Better because you can then change the angle and rotation of the curve and the camera stays with it.
1.Set the number of frames you want the camera to animate around with to be your scene number of frames.
450 is a good speed.
2.Create Circle

Curve circle button

3. Create Camera with aim
4. Create a locator
5. Point constrain the aim to locator

Select locator first then aim

Animation->Contrain->point

6. Attach camera to motion path

Select circle first then the camera group

Animate->Motion Paths->attach to motion path

What is a good camera move:

Flatten tangents.

No jerks.

Smooth transitions. (fade in fade out)

Slow to show off textures and lighting.

Almost no animation.

3 Light setup (Key, Fill, Rim)

Google: Studio Lighting Techniques:

http://www.vividlight.com/articles/1615.htm

Homework

Websites to sign up at:

www.snapgrades.net

http://area.autodesk.com

www.highend3d.com

www.thegnomonworkshop.com

Interior Room Lighting.

Do chapter 1 exercise.

Render Logs

http://www.symphonicenergy.com/d/node/997

 

See the above link description for a discussion about render logs and the tail program.

 

When hardware rendering on the command line be sure to set the project directory like so:

 

render -s 702 -proj "G:\DEVELOPMENT\Fluids" -log logs/702_6_20_07.log "G:\Development\Fluids\scene
s\FountainRender.20.mb"

 

702 is the starting frame number. 

Windows Tail Program

This is a link to the download page for the program tail.  Tail was designed and is primarily used on linux systems to monitor the updates to a text file.  Basically it continually reads the contents of the file, unlike most programs that make a local copy of a file in memory and then don't read or write to disk until commanded to do so.

 

This works great for RENDER LOG files!!! Most productions houses have a version or conglomeration of tail programs (combined with grep and sed) that will search for certain text strings like "ERROR" or "Warning" and then highlight them and send an email or beep or notify a database of some sort.  These programs combined with scripting languages are the beginings of a render support department that monitors renders every night.

 

Use this program to in conjunction with the render command to generate a log file of your own like so:

 render -r sw -s 389 -log logs/389_CloseUp_6_14.txt scenes/FountainRender.20.mb

Notice the "-log" flag and the specification of a log file that is in your "logs" directory.

Assignments

Unless otherwise stated:

Homework

Homework Assignments.  These assignments are worth 25% of your grade.

Fire Pit - 100 frames - Due 7/11/07

Complete the Chapter 2 Tutorial on the Fire Pit, from the book "Advanced Maya Texturing and Lighting". Submit a 100 frame render in quicktime format. Try to get the fire pit rendered without any shadow artifacts and looking as nice as possible. Graded on quality of render and image beauty. Due: July 11, 2007 in Drop off drive. 

8 DVD Evaluations - Two due Each week

Evaluate EIGHT of the following Gnomon DVDs. Write a 200 word review of the following Training DVDs. Render out two frames illustrating what you learned by using the technique that the disk went over. You can evaluate these in any order. No credit for images that are not your own. The library has all of these for you to check out and watch.

 

  1. Bricks and blocks : Jeremy A. Engleman : Photoshop, Maya , Max
  2. Character texturing for productio: Ian Joyner : Max, DeepUV, PolyBoost, ZBrush, ZappLink, Zmapper, BodyPaint and Photoshop®
  3. Character UV mapping : Sean Mills: Maya
  4. Creature texturing and rendering for production : Laurent Pierlot : 3ds Max, bodypaint, zbrush
  5. Distressed metal : Jeremy A. Engleman: Photoshop, Maya, Max
  6. Environment lighting for production : 3ds max
  7. Global illumination exteriors (3ds Max)
  8. Global illumination interiors : Chris NICHOLS: 3ds Max
  9. Mel 101 fundamentals: Kevin Mannens
  10. Mental ray fundamentals : Matt Hartle
  11. Mental ray global illumination :Matt Hartle
  12. Mental ray lighting and shaders : Matt Hartle
  13. Paint effects polygons and dynamics : Ethan Summers
  14. Paint effects 101 : Ethan Summers
  15. Planks and panels : Jeremy A. Engleman
  16. Rendering I-Fundamentals: Jeremy A. Engleman
  17. Rendering II-Shadows: Jeremy A. Engleman
  18. Rendering III-Light Effects: Jeremy A. Engleman
  19. Rendering IV-Light Fog: Jeremy A. Engleman
  20. Texturing I-Hypershade and Materials: with Darrin Krumweide
  21. Texturing II-Textures and 2d Placement: with Darrin Krumweide
  22. Texturing III-Projections and Environments: with Darrin Krumweide
  23. Texturing IV-Basic Poly UV Layout: with Darrin Krumweide
  24. Texturing V-Advanced Poly UV Layout: with Darrin Krumweide
  25. Texture painting fundamentals
  26. Texture painting weathered surfaces: Paul Campion
  27. UV mapping 101: Sean Mills


Submit two evaluation each week.
Each evaluation needs to be printed out and should have your written words on the top and the two rendered images on the bottom of the page. Your evaluation must only be one page long. Single spaced 10 point font.

Answer some of these questions if you are not sure what to write about:

  • What version of maya was used?
  • What year was this made?
  • Did the instructor go too fast?
  • How many times did you rewind to understand something?
  • Were the examples good?
  • What interested you most about the techniques on the DVD?
  • How can you use these techniques on your current assignments?
  • Have you seen a better DVD on this same subject?
  • Would you recommed this to your friends/classmates?
  • What are the names of the chapters?
  • What chapter did you like the best?

Due Dates:

  1. 7/11
  2. 7/11
  3. 7/18
  4. 7/18
  5. 7/25
  6. 7/25
  7. 8/1
  8. 8/1

Animated Signature - Due 7/18

Using paint effects animate and draw your signature. Complete your signature in less than 30 frames. Stylize and colorize it. You can use any texture or effect (glow) or shader you want.

 

Be sure to animate the writing of your signature by key framing the "Max Clip" parameter in the stroke node in maya.

 

To add style you can change and animate (key frame) the "Smoothing" parameter as well.

 

It is important that you render your signature with no background because you will be "digitally" signing each of your assignments from now on by compositing your signature in the bottom right hand corner just like an artist signs his paintings.

Interior Lighting - Due 7/11

Follow the tutorial in Chapter 1 in the book "Advanced Maya Texturing and Lighting" by Lee Lanier.

 

Turn in a one frame render of the given room geometry in the file room.mb that has been placed in the studentpickup drive for this class.

 

Make the image and lighting as beautiful as you can. Turn in a 720x486 iff or jpg image. Be sure to use the proper naming format, which is: CA3D-310_section_SP07_FirstName_LastName_Interior.jpg

Six Favorite Movie Stills - One Due Each Week

 

Submit a still image from a movie each week (totalling six) using the handbrake software (or any other screen capture) to your personal photo album on this site. In a comment below the picture say what you like about it and what is good about the texturing and lighting aspects of the image.

 

Here is a link to where you should post the photos

 

Due Dates:

  1. 7/4
  2. 7/11
  3. 7/18
  4. 7/25
  5. 8/1
  6. 8/8


NOTICE:
Since this is an online assignment you can turn it in by July 4th and August 8th (both days we are not meeting).

3 Mel Script Evaluations - All Due 7/18/07

Find three mel scripts on highend3d (or other websites) that have to do with Lighting, Rendering, or Texturing and install it on your computer and run it. Write a one page (400 word) report on how well it worked for you.

REQUIREMENTS

Answer these questions:

  • Did it crash?
  • Did it do what it said it would?
  • Was the documentation good?
  • Do you find it useful?
  • Will you use this script in the future?
  • Will you recommend it to your friends and this class?
  • BENEFITS & FEATURES Give an overview of it’s greatest benefits and features.
  • USEFULNESS: Describe a situation where this script would be useful.
  • HTML Link: Provide an html link to the scripts source code.
    To create a link type in this code < a href="http://www.thewebsiteaddress_where_you_found_the_script"> Script Name < /a >.
  • 400 WORDS There must be at least 400 words in your write-up. To find out how many words are in your write-up, cut and past your post into MS Word and run "File->Properties" and then goto the statistics tab. You should see a "Words" row that tells you how many words you have.
  • UNIQUENESS Your write-up must be unique. No other student can review your script. Use the search feature of this website to see who has written up which script already. The search feature is on the top of each page on this website, or click here.
  • NO LIGHT GIRL & GI_JOE You can not review these scripts:Light Girl, GI Joe.

Submission

Submit your write-up as a reply to this forum topic. In order to do this you will need to

  1. Login.
  2. Once you have logged in then return to this assignment description page
  3. At the bottom of this description page click on the add new comment link.
  4. Put the script name and your name in the Subject separated with a dash. For example: FileTextureManager - Dan Shumaker see the example below.
  5. Paste in (or write) your review in the "Comment"section of the webpage.
  6. Click the "Preview comment" button.
  7. To finish, click the "Post comment" button at the bottom of your comment. This is an essential step

Projects

These are the projects that make up 65% of your grade.

 

Complete Any TWO of the listed projects below. Click on the text of the project name below to see a more detailed description of each projects requirements.

 

Your Project's maya files need to be organized according to the rules listed below.

Organizational Rules:

<!--[if !supportLists]-->· <!--[endif]-->Scene Optimization: Your scene should be fully optimized. Optimize it with ALL the flags checked.

<!--[if !supportLists]-->· <!--[endif]-->Naming Convention:

<!--[if !supportLists]-->o <!--[endif]-->All your geometry, lights, render layers, and materials must be named according to what it is or its purpose or some name that is different than the default name given it by Maya. If I see a “nurbsSphere1” I will know you didn’t name it correctly. It should be named something like “Ball” or “Rock”. You will get higher grades if you follow a naming convention throughout your scene. Look up this website to get more information on naming conventions: http://en.wikipedia.org/wiki/Identifier_naming_convention

<!--[if !supportLists]-->· <!--[endif]-->Object Grouping:

<!--[if !supportLists]-->o <!--[endif]-->Your geometry should be grouped so that the Top node indicates what is contained within it’s hierarchy. There should be no stray geometry and no old construction history nodes and no empty transforms. Display a cropped screen shot of your outliner Maya window to show how you have grouped your geometry.

<!--[if !supportLists]-->· <!--[endif]-->Breakdown of Render Layers:

<!--[if !supportLists]-->o <!--[endif]-->Any render layers that you used should be displayed individually in the final composit. This is also known as a breakdown. Your layers should be labeled with text and should just be visible for one frame each.

<!--[if !supportLists]-->· <!--[endif]-->Displacement: All your displacement is to be baked. Show the effect of your displacement by rendering a frame before and after the displacement is enabled.

<!--[if !supportLists]-->· <!--[endif]-->Textures: All your materials are to be baked, and BOT needs to be turned on for each texture. Show off your textures by rendering one frame of your scene without any textures and the same frame with textures. Nothing else should change besides the textures being present. Also display all your textures with your uv shells ontop of them by simply saving out versions of them in photoshop.

<!--[if !supportLists]-->· <!--[endif]-->Slate Render Statistics:

<!--[if !supportLists]-->o Fill the given slate after effects file with render stats information. List the render time that it takes to render one frame of each layer after you have made all the changes above. Using simple multiplication calculate and report the total time to render your scene with all layers and frames. For extra credit list the memory that each layer requires/uses. Also for extra credit write a script or find a script on the internet that analyzes your MayaRenderLog file and spits out totals in a concise table format.

<!--[if !supportLists]-->·You will be graded on how closely you follow the above instructions for each of your projects.

 

EXTRA CREDIT:

You can get up to 5% extra credit points for doing composite breakdowns (like you would for a demo reel) for each one of your projects. These breakdowns should be pretty fast and should just show the layers that you have rendered for your assignment.

 

DUE DATES:

  • Project 1: 7/18
  • Project 2: 8/11

 

CG Car In Real Photo

Chose a Car from one that you find online or one that you get from the instructor and put it into a real life photo so that it looks like a real car. In order to make it look real you will need to:

  • Find an area that you can take a picture of that will be a good place to put your car.
  • Take a picture of the area with a digital camera. Try to take the picture at the camera's highest resolution and quality settings.
  • Make sure there is a real car close to where your rendered cg car will be. This is used for lighting reference.
  • Render out multiple layers for your car. Spec, diffuse, shadow, reflection.
  • Setup a lighting_Rig in maya that will mimic the lighting that you seen in the photograph.
  • Try to match the perspective of the photograph with the camera that you have created in maya. A simple one frame matchmove.
  • Your car needs to have some unique and maually layed out UV's for parts of the car.
  • On those parts of the car that you manually layout the uv's for you need to have some personalized textures assigned to them. These textures can be alagamations of different photos you've taken, or different pieces of art you've done, but they need to be unique to your car.

Use must also use the following on your car somewhere:

  • Raytracing
  • Bump
  • Displacment
  • UV Mapping

You need to have a before and after example rendered images of when and where you use the above techniques. In other words, I should see at least eight frames of the following:

  1. Before Raytracing
  2. After Raytracing turned on.
  3. Before Bump was used.
  4. After Bump was used.
  5. Before Displacement was used.
  6. After Displacedment was used.
  7. Before you painted and layed out custom textures.
  8. After you painted and layed out your custom textures.

I must also see a wireframe snapshot frame of your layed out uvs, with the custom textures underneath them layed out flat from photoshop. 

 

4x4x4 Area

You are to design, capture, model, texture, paint, light and render a scene that is approximately four feet by four feet by four feet (four cubic feet) (+-3 feet). This scene can be anywhere you want but should exist in real life.

Take a picture of an area and mimic it in 3D. Build similar models and assign materials and build textures that are appropriate to those models. You should try to have a good selection of different elements. Wood, glass, metal, stone, rubber, and paper are examples but you can determine what is interesting to you (Rust, spray paint, jello, fruit, chalk, plants, etc.) The area does not have to be indoors, but should be accessible to you so you can spend the necessary time to digitally capture the texture images that you will need from the real life objects.

You should try your best to artistically incorporate all the Rendering and Lighting techniques and tools that we have gone over thus far, such as:

Shaders:

  • Anisotropic
  • Layered
  • Ramp
  • Lambert
  • Blinn
  • Phong

Reflections & Refraction.

Displacement Maps

Bump Maps

Lights

<!--[if !supportLists]-->· <!--[endif]-->Area

<!--[if !supportLists]-->· <!--[endif]-->Point

<!--[if !supportLists]-->· <!--[endif]-->Ambient

<!--[if !supportLists]-->· <!--[endif]-->Spot

<!--[if !supportLists]-->· <!--[endif]-->Directional

<!--[if !supportLists]-->· <!--[endif]-->Lights with decay “regions”

<!--[if !supportLists]-->· <!--[endif]-->Color Mapped Lights

<!--[if !supportLists]-->· <!--[endif]-->Lights with modified penumbra and drop-off.

<!--[if !supportLists]-->· <!--[endif]-->Linked Lights.

<!--[if !supportLists]-->· <!--[endif]-->Volume Lights.

Textures:

<!--[if !supportLists]-->· <!--[endif]-->Layered Textures

<!--[if !supportLists]-->· <!--[endif]-->Hand painted textures

<!--[if !supportLists]-->· <!--[endif]-->Spec Maps

<!--[if !supportLists]-->· <!--[endif]-->Translucence Maps

<!--[if !supportLists]-->· <!--[endif]-->Transparency Maps

Hard and soft shadows: DMAP

<!--[if !supportLists]-->· <!--[endif]-->Shadows from glass objects

<!--[if !supportLists]-->· <!--[endif]-->Ray traced shadows.

<!--[if !supportLists]-->· <!--[endif]-->Mental ray traced shadows.

<!--[if !supportLists]-->· <!--[endif]-->Accurate Self Shadows.

The closer your renders look to the real life image the better your grade will be. Please composite 30 frames of the real 4x4x4 area before your rendered images.

Camera Suggestions:

<!--[if !supportLists]-->· <!--[endif]-->Animated: The camera should animate around the different objects to show off the different features/objects that you have in your scene.

<!--[if !supportLists]-->· <!--[endif]-->Smooth Transitions: If you render out different shots with different cameras and then composite them together with After Effects make sure the camera moves are smooth and not jerky.

<!--[if !supportLists]-->· <!--[endif]-->Depth of field focus differences are nice touches.

No time limit.

Car Style

Go crazy and have fun with a car of your choosing. Go crazy in modifying your car's paint job and body. However you are graded on style and originality, so try to keep the car looking good as apposed to obnoxious and rediculous. Try to settle on a theme for your car. You could use these types of themes if you wish:

  • Totally rusted out. (see rusteeze cars in the Pixar Cars movie)
  • Totally tricked out to Cruz.(see Fast and Furious trilogy & Freeway Car gang from Pixar's Cars that cause Lightning McQueen to get lost off the highway)
  • Totally pimped out. Low rider style
  • Rally Car style (stickers all over the place)
  • Demolition Car style
  • Bottom of the Ocean style
  • Bat mobile style
  • Monster Truck style
  • Exploded on Fire style

Or you can come up with your own theme. As fun as this will be, your car still needs to fit into an environment that is close to real. The environment needs to be:

  • Comprised of geometry that you modeled
  • Textured with photos of a real environment. (ie. Real side walks, real roads, real buildings, etc.)

Show off your new modified ride through a serious of slowly moving cameras that pan around your car showing off the intricate detail that you have created for it.

 

Advanced Rendering Technique:

You need to use one of these advanced rendering techniques for one of the "shots" (ie. Camera moves) in your project:

  • Global Illumination
  • Final Gather
  • Caustics
  • HDRI

These techniques take a long time and therefore I am not requiring that you have to render your whole project with them, just one of the shots.

LABELING: You must label the effects you are showing off. Therefore, put "GI + HDRI", or "Caustics & GI", or "Shadow Layer", or "Displacement" text with a compositing program in the corners of your renders.

BEFORE & AFTER: In order to get credit for this advanced rendering technique you need to show a frame of the scene with regular lights and a frame with the rendering technique.

LENGTH: at least 700 frames

Bugs Errors Issues Lessons

Problems:
Not cranking GI high enough.
Long render times (20 min / frame)
Texture: Composting blend mode and too reflective in paint
Setting up the GI is difficult.
Selective dissappearing geometry in GI (could layering problem).
Shadows not turned on.
Difficult particle renders.
Flickering Photons.....
Glow being taken out by Ambient Occlusion.
Sizzle in spec and textures.
Shader difficulties.

Flickering Spec.
Long render times.

Final Gather : 17 min/frame on intel, 40 min/frame on G5.
Flickering Mysterious Photons
Particle Holdouts
Lack of shadows from Final Gather

hour per frame renders. 20 min/frame.
Layered Shader and Mental Ray (convert to texture).

Check Render Flags on Geometry.
Env ball casting shadows.
Reflections in mental ray.

controlling the lighting and shadows.

Final Gather washing out values. Not illuminating what was expected.
Area lights: Huge size required for consistancy.

Deep Blue Sea

Underwater – Deep Blue Sea

  • Caustics (Fake or Mental Ray)
  • Fog with water particulates (granit mapped)
  • Surface reflection (using Water/ocean shader)
  • Sand texture
  • Kelp (paint effects)
  • Rocks (with different textures)
  • Some fish
  • algea
  • God Rays
  • Coral
  • Sea Anenimi's
  • Reckage (boats, anchor's rusted )

Make the under water environment as real and tropical as you can.

 

400 frame minimum. 

Outdoor scene

 

Choose an outdoor area that you are going to try and mimic in 3d.  It must cover at least 20feet by 20 feet by 20 feet.

 

Model, texture, and render it.  Try to choose a texture and lighting rich environment.  Here are some ideas:

 

  • Redwood Forest
  • Beach
  • Hillside trail
  • Junk Yard
  • Jungle
  • Mechanic workshop
  • Old Atic

400 frame minimum.

 

 

Perfect Storm

Perfect Storm do a shot like in the movie perfect storm. 

  • Clouds
  • Shadows
  • Moon texture
  • God rays
  • Stars – granite
  • Boat on ocean
  • Ocean shader.
  • Rust on boat
  • Storm + Lightning (using paint effects)

 

400 frame Minimum

CA3D-310 Texture and Lighting MAKE UP CLASS CHOICES!!!

Please vote on each of the four polls that are newly created.

 

1. First Make up class.

2. Second Make up class.

3. Third Make up class.

4. Fourth Make up class.

 

I will gather the totals by next class and announce when we will meet. If I don't get any votes then I will decide myself.

 

Please vote now!!!