SlideShare a Scribd company logo
1 of 53
Download to read offline
AFT227-3 D TEXTURING
COURSE COORDINATOR :- KRISHN VERMA -20194)
COURSE DESCRIPTION: L-0, T-0, P-6 AND C-3
(L-LECTURE ,P-PRACTICAL ,T-TUTORIALS, C- CREDITS)
• “AFT 227- 3 D Texturing” is a basic foundation course about texturing in maya
• These fundamental concepts provide a basis for information of texturing disciplines as they are applied
by the students regardless of their major area of interest.
• This course is foundational in content and provides the students of Design/art with methodologies for
composition and quality performance in three-dimensional presentations.
COURSE OBJECTIVE
• execute process and techniques to creating shaders, textures and to build shading trees
• learn about techniques in UV texture mapping for both environments and character
creation.
• work with software, mental ray shaders input and output nodes.
• work with 3D digital painting and texture tools on inorganic and organic forms.
COURSE CONTENT (ABOUT , HOW DO I ) PART-1
• About shading and texturing surfaces ( Surface shading , Surface texture , Shading networks , Maya
materials , Surface, displacement, volumetric materials , Layered shaders ,Double-sided shaded surfaces)
• MAYA TEXTURING(2D and 3D textures ,Procedural ,File Adobe Photoshop texture networks ,Texture
filtering )
• Mapping and positioning textures (Texture mapping, Mapping methods , 2D and 3D texture positioning ,
Texture placement vs. label mapping , Object space, world space and tangent space ,Transfer Maps
• Build shading networks (Overview of building shading networks , Open and customize Hypershade,
Open and navigate Hypershade , Show top and bottom level tabs, Hide shape and transform nodes in
Hypershade ,Create Hypershade tabs ,Hide, resize or customize the Create bar, Organize render nodes with
Hypershade sorting bins , Change default connection line colors. ,Create a node,Delete a node and its
network ,Import and export shading networks., Connect nodes ,Show node connections , Assemble nodes
into logical groupings using container nodes in the Hypershade ,Connect render nodes using their default
connections, Connect default output to a specific input attribute , Connect render nodes by dragging
existing connection lines, Connect render nodes using the Connection Editor ,Change existing render node
attribute connections , Delete a render node connection ,Adjust node attributes , Work with shader
libraries,View the Shader Library Gallery, Assign a shading group from the Shader Library, Create and assign
materials to surfaces)
COURSE CONTENT (ABOUT , HOW DO I, CASE STUDY)
PART- 2
• Surface Relief
(About surface relief ,Scattering ,Bump maps ,Displacement maps,Feature-based displacement.)
(Connect a texture as a displacement map, Connect a displacement map ,Preview the displacement results
,Adjust displacement sampling rates ,Convert a displacement to polygons ,Change bounding box scale ,Work
with Scattering )
CASE STUDY
(Character texturing, Environment Texturing ,Prop model Texturing)
INTRODUCTION TO TEXTURING STRUCTURE IN MAYA
• Visual: - relating to seeing or sight (Anything which is direct contact of light)
• THE HYPERSHADE (SHADER NETWORKING)
+ UV TEXTURE EDITOR(UV MAPP)
= VISUAL APPEARANCE OF TEXTURE (HUD, WORKING PLACE OF
MODELING)
• PUBLISH IN THE FORM OF RENDERING
THE HYPERSHADE
The Hypershade is the place where you create and edit
shaders
7
• In the real world, what an object is made of is one of two main
factors that determine the appearance of its surface (the other is
light). This is because when light hits the objects, some of the light
is absorbed and some of it is reflected. The smoother the object,
the shinier it is; the rougher the object, the more matte it is.
• In Autodesk®Maya®, the appearance of a surface is defined by how
it’s shaded.
• Surface shading is a combination of the basic material of an
object and any textures that are applied to it.
• In Maya, materials (also called shaders) define an object’s
substance. Some of the most basic attributes of materials
include color, transparency, and shine.
SURFACE TEXTURE
• In visual arts, a texture is any kind of surface detail, both visual and tactile. In
Maya, we create surface detail with textures connected to the material of
objects as texture maps (UV Mapping)
• Before texturing we will understand about Polygon shading models
• Most algorithms use the polygon or surface normal (vector that is
perpendicular to the polygon)
NL
CONSTANT SHADING
• Also known as Lambert, faceted and flat shading
• Calculates a single intensity value for each polygon
• Valid if following assumptions are true:
• Light source is at infinity (i.e. angle between light and surface is constant)
• Viewer is at infinity
(i.e. angle between
viewer and surface
is constant)
• Polygon is not an
approximation of
a curved surface
INTERPOLATED SHADING
• Shading is linearly interpolated across polygon
• Faster than calculating each pixel, better than flat shading
• Still assumes that polygon represents the true surface
POLYGON MESH SHADING
• Many sets of polygons actually are approximations to curved surfaces
• Shading the polygons to realistically simulate the surface is therefore important
• Several methods exist to achieve this, the most important of which are Gouraud
and Phong shading.
GOURAUD SHADING
• This is a form of intensity interpolation shading
• Starts from knowing the normal of the surface at each vertex of the
polygon
• These may be stored with the mesh or may be averaged from the adjacent
polygons
• Next step is to calculate the vertex intensities
• This will use the vertex
normal and the
illumination algorithm
(Henri Gouraud, PhD 1971)
• The polygon is then shaded by:
• Interpolating the intensities along each edge
• Interpolating across the polygon between the edges along each scan
line
I1
I2
I3
IP
PHONG SHADING
• This is a form of normal-vector interpolation shading
• Starts from the normal vector at each vertex again, but interpolates
the vector rather than the intensity
(Bui-Tong Phong, PhD 1975)
PROBLEMS WITH INTERPOLATED SHADING
• Polygonal silhouette
• Perspective distortion
• Orientation dependence
• Shared vertices
• Unrepresentative vertex normals
POLYGONAL SILHOUETTE
• Approximation is polygonal, so no matter how good the shading
algorithm the silhouette will be faceted
• Can be improved by increasing the polygon count at expense of
processing time
PERSPECTIVE DISTORTION
• Because the interpolation is based on the scan lines, the
number of interpolation increments per polygon depends
on the angle of the polygon to the viewer
• Steep angle = few increments
Shallow angle = more increments
ORIENTATION DEPENDENCE
• Because interpolation occurs between vertices and
along scan lines, result depends on orientation of
polygon relative to scan lines
SHARED VERTICES
• Problems occur when adjacent polygons do not share
vertices
• This can lead to discontinuities in shading
RENDERING PIPELINE
Hardware
Modelling Transform Visibility
Illumination +
Shading
Color
Perception,
Interaction
Texture/
Realism
POLYGONS, MESHES & SCAN CONVERSION
- IN SCAN LINE RENDERING (THE MOST COMMON): EACH POLYGON IS CALCULATED
ALONG EACH SCAN LINE. FROM THE TOP SCAN LINE TO THE BOTTOM OF A FRAME IN THE 2D
PROJECTION PLANE.
V2
V3
Raster
Scan line
V1
APPROXIMATING CURVED SURFACES WITH
FLAT POLYGONS
Flat Shading – each
polygon face has a
normal that is used to
perform lighting
calculations.
GOURAUD SHADING
• Compute vertex normals
by averaging face normals.
• Compute intensity at each
vertex.
I1
I2
I1,2 I1,3
I3
I1,2,3,4
Raster
Scan line
ILLUMINATION / SHADING
• global illumination:
• ray tracing + radiosity
• mapping and other techniques
• texture maps, bump maps, reflection maps,
transparency, anti-aliasing, shadows
ray tracing radiosity
LIGHTING TYPES
• Ambient – basic, even
illumination of all objects in a
scene
• Directional – all light rays are in
parallel in 1 direction - like the
sun
• Point – all light rays emanate
from a central point in all
directions – like a light bulb
• Spot – point light with a limited
cone and a fall-off in intensity –
like a flashlight
Penumbra angle
(light starts to drop off
to zero here)
LIGHT EFFECTS
• Usually only considering
reflected partLight
absorbed
transmitted
reflected
Light=refl.+absorbed+trans.
Light
ambient
specular
diffuse
Light=ambient+diffuse+specular
AMBIENT LIGHT
• is the light in the environment evenly reaching all
surfaces from all directions
• light location doesn’t matter
• eye position doesn’t matter
aaIkI  IA: ambient light
 ka: material’s ambient reflection coefficient
AMBIENT LIGHT EXAMPLE
DIFFUSE LIGHT
• Light absorbed by the surface and then reflected equally to all directions
• Models dullness, roughness of a surface
Light
 LNIk
IkI
dd
dd

 cos N
Lf
 Id: intensity of light source
 kd: material’s diffuse reflection coefficient
 N: normal vector (normalized)
 L: light source vector (normalized)
Lambert’s Law:
(perfectly diffuse
surface)
DIFFUSE LIGHTING EXAMPLE
SPECULAR LIGHT
• Light that is reflected from the surface unequally
to all directions
• Models reflections on shiny surfaces
Light
 n
dd
n
ss
REIk
IkI

 cos N
Lf
Eye
R
f
Phong’s Law:

R
n=inf.
R
n=large
R
n=small
SPECULAR LIGHT EXAMPLE
SHADING A POLYHEDRA
• Flat (facet) shading:
• Works well for objects
really made of flat faces.
• Appearance depends on
number of polygons for
curved surface objects.
• If polyhedral model is an approximation
then need to smooth.
FLAT AND SMOOTH SHADING
Getting smooth Curvature : interpolation
Gouraud ShadingFlat Shading
FLAT SHADING
• Polygon meshes approximate smooth curved
surfaces with planar facets. Using the previous
methods does not generate an illusion of smooth
curved surface.
 Reason: discontinuity of the normal vectors.
N1 N2
GOURAUD SHADING
• Assign vertex the normal of the smooth surface.
Or
• Average the normal of all neighboring polygons
N1 N2
N
 Interpolate colors along edges and scan-lines
PHONG SHADING
Gouraud Shading
Phong Shading
Surface ImageTexture
TEXTURES
• Images (textures) applied to polygons (models) to enhance
the visual effect of a scene
SURFACE TEXTURES
• Add visual detail to surfaces of 3D objects
PARAMETERIZATION
geometry
+ =
image texture map
• Q: How do we decide where on the geometry
each color from the image should go?
OPTION: VARIETIES OF PROJECTIONS
TEXTURE MAPPING
• Steps:
• Define texture
• Specify mapping from texture to surface
• Lookup texture values during scan conversion
Modeling
Coordinate
System
Image
Coordinate
System
Texture
Coordinate
System
Texture Filtering
Size of filter depends on projective warp
– Can prefiltering images
Magnification Minification
MIP MAPS
• Keep textures prefiltered at multiple resolutions
• For each pixel, linearly interpolate between
two closest levels (e.g., trilinear filtering)
• Fast, easy for hardware
What is Shading?
• Assigning of a color to a pixel in the final image.
• So, everything in shading is about how to select and combine
colors to get the look you want.
WHAT IMPACTS SHADING?
• The lights in a scene.
• The geometry of objects in a scene.
• The normals of objects.
• The shader properties of an object:
• Color,transparency, emissivity, etc…
• The rendering algorithm
• Eg ray-tracing versus scan-line rendering.
SHADERS
Lambert: No highlights
Phong: Distinct specular highlights
Phong E: Greater controls for softer highlights
Blinn: Versatile and soft highlights
Anisotropic: Directional highlights, such as hair
or metal
WHAT IS A TEXTURE?
• MAP surface detail from a predefined easy table
(“texture”) to a simple polygon
• Color
• Specular ‘color’ (environment map)
• Normal vector deviation (bump map)
• displacement mapping
• transparency
Textures are images that can be mapped to almost any
surface material
They can be bitmap images or can be created procedurally
• Bitmap textures can be created in an external program,
such as Photoshop, or inside Maya using 3D Paint
• Procedural textures are created using mathematical
formulae internal to Maya
PROCEDURAL TEXTURES
2D Procedural Textures
Bulge
Checker
Cloth
Fractal
Grid
Noise
Ramp
44
PROCEDURAL TEXTURES
3D Procedural Textures
Brownian
Cloud
Leather
Granite
Marble
Rock
Solid Fractal
Wood
45
UVS AND TEXTURE PLACEMENT
UV mapping overlays a texture onto a
flattened model (done in the UV Texture
Editor)
46
2D textures are mapped using a
place2dTexture node
3D textures are mapped using a
place3DTexture node
PHOTOSHOP INTEGRATION
Maya supports importing and exporting the photoshop PSD
format
Both Maya and Photoshop can use layers to combine multiple
bitmaps into a single file
Shading networks are created in the Hypershade based on the
layers of attributes in the PSD file
47
SHADERS
Ramp: Control color changes across the shader
Layered: Allows multiple layers to be stacked and
combined
COMMON ATTRIBUTES OF SHADERS
Color
Transparency
Ambient Color
Incandescence
Bump Mapping
Diffuse
Translucence
BUMP MAPPING
• Modifies the direction of the surface normal.
TEXTURE AND BUMP MAPPING
• Diffuse and normal remapping
SURFACE LAYERS
• Combine multiple
shaders for astonishing
effects.
• Build up shades like a
painter.
RENDERMAN SHADERS
• Renderman is a procedural shader language with tremendous versatility.
• All major feature animated feature films use Renderman as part of production.
• Like programming in C code.
• You write Shaders for Renderman like you would write C code for computers.
 3 D texturing

More Related Content

What's hot

What is 3 d modeling unit 66
What is 3 d modeling   unit 66What is 3 d modeling   unit 66
What is 3 d modeling unit 66
Richard Marshall
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John Hable
Naughty Dog
 
Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesMultiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Naughty Dog
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson
 

What's hot (20)

What is 3 d modeling unit 66
What is 3 d modeling   unit 66What is 3 d modeling   unit 66
What is 3 d modeling unit 66
 
CryENGINE 3 Rendering Techniques
CryENGINE 3 Rendering TechniquesCryENGINE 3 Rendering Techniques
CryENGINE 3 Rendering Techniques
 
Lighting and shading
Lighting and shadingLighting and shading
Lighting and shading
 
Lighting Shading by John Hable
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John Hable
 
Learning the corel draw
Learning the corel drawLearning the corel draw
Learning the corel draw
 
Basic of maya
Basic of mayaBasic of maya
Basic of maya
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
 
Introduction to 3D Modelling
Introduction to 3D ModellingIntroduction to 3D Modelling
Introduction to 3D Modelling
 
3D Modeling Techniques : Types and Specific Applications
3D Modeling Techniques : Types and Specific Applications3D Modeling Techniques : Types and Specific Applications
3D Modeling Techniques : Types and Specific Applications
 
Multimedia chapter 5
Multimedia chapter 5Multimedia chapter 5
Multimedia chapter 5
 
Ray Tracing in Computer Graphics
Ray Tracing in Computer GraphicsRay Tracing in Computer Graphics
Ray Tracing in Computer Graphics
 
Explain Animation & Types Of Animation In Computer Graphics
Explain Animation & Types Of Animation In Computer Graphics Explain Animation & Types Of Animation In Computer Graphics
Explain Animation & Types Of Animation In Computer Graphics
 
3D Modeling
3D Modeling3D Modeling
3D Modeling
 
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
 
Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among ThievesMultiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
 
Animation & Animation Techniques
Animation & Animation TechniquesAnimation & Animation Techniques
Animation & Animation Techniques
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1
 
Raster vs vector
Raster vs vectorRaster vs vector
Raster vs vector
 
Lecture 5: 3D User Interfaces for Virtual Reality
Lecture 5: 3D User Interfaces for Virtual RealityLecture 5: 3D User Interfaces for Virtual Reality
Lecture 5: 3D User Interfaces for Virtual Reality
 

Similar to 3 D texturing

Surface Normal Prediction using Hypercolumn Skip-Net & Normal-Depth
Surface Normal Prediction using Hypercolumn Skip-Net & Normal-DepthSurface Normal Prediction using Hypercolumn Skip-Net & Normal-Depth
Surface Normal Prediction using Hypercolumn Skip-Net & Normal-Depth
Chinghang chen
 
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdfUNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
SayantanMajhi2
 
Concept of basic illumination model
Concept of basic illumination modelConcept of basic illumination model
Concept of basic illumination model
Ankit Garg
 

Similar to 3 D texturing (20)

Visual realism
Visual realismVisual realism
Visual realism
 
Visual realism
Visual realismVisual realism
Visual realism
 
Evaluating the Perceptual Impact of Rendering Techniques on Thematic Color Ma...
Evaluating the Perceptual Impact of Rendering Techniques on Thematic Color Ma...Evaluating the Perceptual Impact of Rendering Techniques on Thematic Color Ma...
Evaluating the Perceptual Impact of Rendering Techniques on Thematic Color Ma...
 
Graphics Lecture 7
Graphics Lecture 7Graphics Lecture 7
Graphics Lecture 7
 
Shaders & Standard Shader In Unity
Shaders & Standard Shader In UnityShaders & Standard Shader In Unity
Shaders & Standard Shader In Unity
 
illuminationmodelsshading-200501081735 (1).pdf
illuminationmodelsshading-200501081735 (1).pdfilluminationmodelsshading-200501081735 (1).pdf
illuminationmodelsshading-200501081735 (1).pdf
 
PPT s11-machine vision-s2
PPT s11-machine vision-s2PPT s11-machine vision-s2
PPT s11-machine vision-s2
 
Illumination Models & Shading
Illumination Models & ShadingIllumination Models & Shading
Illumination Models & Shading
 
Object rendering
Object renderingObject rendering
Object rendering
 
Abalanche - Unity Shader Graph #1: Shader & PBR Materials
Abalanche - Unity Shader Graph #1: Shader & PBR MaterialsAbalanche - Unity Shader Graph #1: Shader & PBR Materials
Abalanche - Unity Shader Graph #1: Shader & PBR Materials
 
From Experimentation to Production: The Future of WebGL
From Experimentation to Production: The Future of WebGLFrom Experimentation to Production: The Future of WebGL
From Experimentation to Production: The Future of WebGL
 
Surface Normal Prediction using Hypercolumn Skip-Net & Normal-Depth
Surface Normal Prediction using Hypercolumn Skip-Net & Normal-DepthSurface Normal Prediction using Hypercolumn Skip-Net & Normal-Depth
Surface Normal Prediction using Hypercolumn Skip-Net & Normal-Depth
 
Paris Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global IlluminationParis Master Class 2011 - 07 Dynamic Global Illumination
Paris Master Class 2011 - 07 Dynamic Global Illumination
 
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdfUNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
 
Rendering Algorithms.pptx
Rendering Algorithms.pptxRendering Algorithms.pptx
Rendering Algorithms.pptx
 
Concept of basic illumination model
Concept of basic illumination modelConcept of basic illumination model
Concept of basic illumination model
 
november6.ppt
november6.pptnovember6.ppt
november6.ppt
 
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
A Practical and Robust Bump-mapping Technique for Today’s GPUs (slides)
 
CS 354 Lighting
CS 354 LightingCS 354 Lighting
CS 354 Lighting
 
06 image features
06 image features06 image features
06 image features
 

More from krishn verma (8)

Aft713 fundamental of game design 1.2
Aft713 fundamental of game design 1.2Aft713 fundamental of game design 1.2
Aft713 fundamental of game design 1.2
 
00 aft715 narrative skill of game content development
00 aft715 narrative skill of game content development00 aft715 narrative skill of game content development
00 aft715 narrative skill of game content development
 
Start up program for creative people
Start up program for creative peopleStart up program for creative people
Start up program for creative people
 
Aft158 story writing_for_animation_1
Aft158 story writing_for_animation_1Aft158 story writing_for_animation_1
Aft158 story writing_for_animation_1
 
Technical documentation of game development Part -1
Technical documentation of game development Part -1Technical documentation of game development Part -1
Technical documentation of game development Part -1
 
Fundamental of game design part 2
Fundamental of game design part 2Fundamental of game design part 2
Fundamental of game design part 2
 
Fundamental of game design creativityand learning
Fundamental of  game design  creativityand learningFundamental of  game design  creativityand learning
Fundamental of game design creativityand learning
 
Game development program
Game development programGame development program
Game development program
 

Recently uploaded

Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...
Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...
Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...
instagramfab782445
 
一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证
一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证
一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证
eqaqen
 
Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789
Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789
Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789
CristineGraceAcuyan
 
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
gajnagarg
 
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
ehyxf
 
Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...
Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...
Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...
drmarathore
 
Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...
Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...
Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...
HyderabadDolls
 
Design-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora AgencyDesign-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora Agency
Isadora Agency
 

Recently uploaded (20)

Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...
Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...
Abortion pill for sale in Muscat (+918761049707)) Get Cytotec Cash on deliver...
 
一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证
一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证
一比一定(购)西悉尼大学毕业证(WSU毕业证)成绩单学位证
 
Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...
Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...
Just Call Vip call girls Kasganj Escorts ☎️8617370543 Two shot with one girl ...
 
Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789
Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789
Q4-Trends-Networks-Module-3.pdfqquater days sheets123456789
 
How to Create a Productive Workspace Trends and Tips.pdf
How to Create a Productive Workspace Trends and Tips.pdfHow to Create a Productive Workspace Trends and Tips.pdf
How to Create a Productive Workspace Trends and Tips.pdf
 
Jordan_Amanda_DMBS202404_PB1_2024-04.pdf
Jordan_Amanda_DMBS202404_PB1_2024-04.pdfJordan_Amanda_DMBS202404_PB1_2024-04.pdf
Jordan_Amanda_DMBS202404_PB1_2024-04.pdf
 
Gamestore case study UI UX by Amgad Ibrahim
Gamestore case study UI UX by Amgad IbrahimGamestore case study UI UX by Amgad Ibrahim
Gamestore case study UI UX by Amgad Ibrahim
 
Hackathon evaluation template_latest_uploadpdf
Hackathon evaluation template_latest_uploadpdfHackathon evaluation template_latest_uploadpdf
Hackathon evaluation template_latest_uploadpdf
 
Call Girls Jalaun Just Call 8617370543 Top Class Call Girl Service Available
Call Girls Jalaun Just Call 8617370543 Top Class Call Girl Service AvailableCall Girls Jalaun Just Call 8617370543 Top Class Call Girl Service Available
Call Girls Jalaun Just Call 8617370543 Top Class Call Girl Service Available
 
Sweety Planet Packaging Design Process Book.pptx
Sweety Planet Packaging Design Process Book.pptxSweety Planet Packaging Design Process Book.pptx
Sweety Planet Packaging Design Process Book.pptx
 
Just Call Vip call girls Fatehpur Escorts ☎️8617370543 Two shot with one girl...
Just Call Vip call girls Fatehpur Escorts ☎️8617370543 Two shot with one girl...Just Call Vip call girls Fatehpur Escorts ☎️8617370543 Two shot with one girl...
Just Call Vip call girls Fatehpur Escorts ☎️8617370543 Two shot with one girl...
 
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
Top profile Call Girls In eluru [ 7014168258 ] Call Me For Genuine Models We ...
 
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
怎样办理莫纳什大学毕业证(Monash毕业证书)成绩单留信认证
 
Eye-Catching Web Design Crafting User Interfaces .docx
Eye-Catching Web Design Crafting User Interfaces .docxEye-Catching Web Design Crafting User Interfaces .docx
Eye-Catching Web Design Crafting User Interfaces .docx
 
Furniture & Joinery Details_Designs.pptx
Furniture & Joinery Details_Designs.pptxFurniture & Joinery Details_Designs.pptx
Furniture & Joinery Details_Designs.pptx
 
Independent Escorts Goregaon WhatsApp +91-9930687706, Best Service
Independent Escorts Goregaon WhatsApp +91-9930687706, Best ServiceIndependent Escorts Goregaon WhatsApp +91-9930687706, Best Service
Independent Escorts Goregaon WhatsApp +91-9930687706, Best Service
 
Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...
Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...
Abortion pills in Kuwait 🚚+966505195917 but home delivery available in Kuwait...
 
Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...
Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...
Madhyamgram \ (Genuine) Escort Service Kolkata | Service-oriented sexy call g...
 
Q4-W4-SCIENCE-5 power point presentation
Q4-W4-SCIENCE-5 power point presentationQ4-W4-SCIENCE-5 power point presentation
Q4-W4-SCIENCE-5 power point presentation
 
Design-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora AgencyDesign-System - FinTech - Isadora Agency
Design-System - FinTech - Isadora Agency
 

3 D texturing

  • 1. AFT227-3 D TEXTURING COURSE COORDINATOR :- KRISHN VERMA -20194)
  • 2. COURSE DESCRIPTION: L-0, T-0, P-6 AND C-3 (L-LECTURE ,P-PRACTICAL ,T-TUTORIALS, C- CREDITS) • “AFT 227- 3 D Texturing” is a basic foundation course about texturing in maya • These fundamental concepts provide a basis for information of texturing disciplines as they are applied by the students regardless of their major area of interest. • This course is foundational in content and provides the students of Design/art with methodologies for composition and quality performance in three-dimensional presentations.
  • 3. COURSE OBJECTIVE • execute process and techniques to creating shaders, textures and to build shading trees • learn about techniques in UV texture mapping for both environments and character creation. • work with software, mental ray shaders input and output nodes. • work with 3D digital painting and texture tools on inorganic and organic forms.
  • 4. COURSE CONTENT (ABOUT , HOW DO I ) PART-1 • About shading and texturing surfaces ( Surface shading , Surface texture , Shading networks , Maya materials , Surface, displacement, volumetric materials , Layered shaders ,Double-sided shaded surfaces) • MAYA TEXTURING(2D and 3D textures ,Procedural ,File Adobe Photoshop texture networks ,Texture filtering ) • Mapping and positioning textures (Texture mapping, Mapping methods , 2D and 3D texture positioning , Texture placement vs. label mapping , Object space, world space and tangent space ,Transfer Maps • Build shading networks (Overview of building shading networks , Open and customize Hypershade, Open and navigate Hypershade , Show top and bottom level tabs, Hide shape and transform nodes in Hypershade ,Create Hypershade tabs ,Hide, resize or customize the Create bar, Organize render nodes with Hypershade sorting bins , Change default connection line colors. ,Create a node,Delete a node and its network ,Import and export shading networks., Connect nodes ,Show node connections , Assemble nodes into logical groupings using container nodes in the Hypershade ,Connect render nodes using their default connections, Connect default output to a specific input attribute , Connect render nodes by dragging existing connection lines, Connect render nodes using the Connection Editor ,Change existing render node attribute connections , Delete a render node connection ,Adjust node attributes , Work with shader libraries,View the Shader Library Gallery, Assign a shading group from the Shader Library, Create and assign materials to surfaces)
  • 5. COURSE CONTENT (ABOUT , HOW DO I, CASE STUDY) PART- 2 • Surface Relief (About surface relief ,Scattering ,Bump maps ,Displacement maps,Feature-based displacement.) (Connect a texture as a displacement map, Connect a displacement map ,Preview the displacement results ,Adjust displacement sampling rates ,Convert a displacement to polygons ,Change bounding box scale ,Work with Scattering ) CASE STUDY (Character texturing, Environment Texturing ,Prop model Texturing)
  • 6. INTRODUCTION TO TEXTURING STRUCTURE IN MAYA • Visual: - relating to seeing or sight (Anything which is direct contact of light) • THE HYPERSHADE (SHADER NETWORKING) + UV TEXTURE EDITOR(UV MAPP) = VISUAL APPEARANCE OF TEXTURE (HUD, WORKING PLACE OF MODELING) • PUBLISH IN THE FORM OF RENDERING
  • 7. THE HYPERSHADE The Hypershade is the place where you create and edit shaders 7
  • 8. • In the real world, what an object is made of is one of two main factors that determine the appearance of its surface (the other is light). This is because when light hits the objects, some of the light is absorbed and some of it is reflected. The smoother the object, the shinier it is; the rougher the object, the more matte it is. • In Autodesk®Maya®, the appearance of a surface is defined by how it’s shaded. • Surface shading is a combination of the basic material of an object and any textures that are applied to it. • In Maya, materials (also called shaders) define an object’s substance. Some of the most basic attributes of materials include color, transparency, and shine.
  • 9. SURFACE TEXTURE • In visual arts, a texture is any kind of surface detail, both visual and tactile. In Maya, we create surface detail with textures connected to the material of objects as texture maps (UV Mapping) • Before texturing we will understand about Polygon shading models • Most algorithms use the polygon or surface normal (vector that is perpendicular to the polygon) NL
  • 10. CONSTANT SHADING • Also known as Lambert, faceted and flat shading • Calculates a single intensity value for each polygon • Valid if following assumptions are true: • Light source is at infinity (i.e. angle between light and surface is constant) • Viewer is at infinity (i.e. angle between viewer and surface is constant) • Polygon is not an approximation of a curved surface
  • 11. INTERPOLATED SHADING • Shading is linearly interpolated across polygon • Faster than calculating each pixel, better than flat shading • Still assumes that polygon represents the true surface POLYGON MESH SHADING • Many sets of polygons actually are approximations to curved surfaces • Shading the polygons to realistically simulate the surface is therefore important • Several methods exist to achieve this, the most important of which are Gouraud and Phong shading.
  • 12. GOURAUD SHADING • This is a form of intensity interpolation shading • Starts from knowing the normal of the surface at each vertex of the polygon • These may be stored with the mesh or may be averaged from the adjacent polygons • Next step is to calculate the vertex intensities • This will use the vertex normal and the illumination algorithm (Henri Gouraud, PhD 1971)
  • 13. • The polygon is then shaded by: • Interpolating the intensities along each edge • Interpolating across the polygon between the edges along each scan line I1 I2 I3 IP
  • 14. PHONG SHADING • This is a form of normal-vector interpolation shading • Starts from the normal vector at each vertex again, but interpolates the vector rather than the intensity (Bui-Tong Phong, PhD 1975)
  • 15. PROBLEMS WITH INTERPOLATED SHADING • Polygonal silhouette • Perspective distortion • Orientation dependence • Shared vertices • Unrepresentative vertex normals
  • 16. POLYGONAL SILHOUETTE • Approximation is polygonal, so no matter how good the shading algorithm the silhouette will be faceted • Can be improved by increasing the polygon count at expense of processing time PERSPECTIVE DISTORTION • Because the interpolation is based on the scan lines, the number of interpolation increments per polygon depends on the angle of the polygon to the viewer • Steep angle = few increments Shallow angle = more increments
  • 17. ORIENTATION DEPENDENCE • Because interpolation occurs between vertices and along scan lines, result depends on orientation of polygon relative to scan lines SHARED VERTICES • Problems occur when adjacent polygons do not share vertices • This can lead to discontinuities in shading
  • 18. RENDERING PIPELINE Hardware Modelling Transform Visibility Illumination + Shading Color Perception, Interaction Texture/ Realism
  • 19. POLYGONS, MESHES & SCAN CONVERSION - IN SCAN LINE RENDERING (THE MOST COMMON): EACH POLYGON IS CALCULATED ALONG EACH SCAN LINE. FROM THE TOP SCAN LINE TO THE BOTTOM OF A FRAME IN THE 2D PROJECTION PLANE. V2 V3 Raster Scan line V1
  • 20. APPROXIMATING CURVED SURFACES WITH FLAT POLYGONS Flat Shading – each polygon face has a normal that is used to perform lighting calculations.
  • 21. GOURAUD SHADING • Compute vertex normals by averaging face normals. • Compute intensity at each vertex. I1 I2 I1,2 I1,3 I3 I1,2,3,4 Raster Scan line
  • 22. ILLUMINATION / SHADING • global illumination: • ray tracing + radiosity • mapping and other techniques • texture maps, bump maps, reflection maps, transparency, anti-aliasing, shadows ray tracing radiosity
  • 23. LIGHTING TYPES • Ambient – basic, even illumination of all objects in a scene • Directional – all light rays are in parallel in 1 direction - like the sun • Point – all light rays emanate from a central point in all directions – like a light bulb • Spot – point light with a limited cone and a fall-off in intensity – like a flashlight Penumbra angle (light starts to drop off to zero here)
  • 24. LIGHT EFFECTS • Usually only considering reflected partLight absorbed transmitted reflected Light=refl.+absorbed+trans. Light ambient specular diffuse Light=ambient+diffuse+specular
  • 25. AMBIENT LIGHT • is the light in the environment evenly reaching all surfaces from all directions • light location doesn’t matter • eye position doesn’t matter aaIkI  IA: ambient light  ka: material’s ambient reflection coefficient
  • 27. DIFFUSE LIGHT • Light absorbed by the surface and then reflected equally to all directions • Models dullness, roughness of a surface Light  LNIk IkI dd dd   cos N Lf  Id: intensity of light source  kd: material’s diffuse reflection coefficient  N: normal vector (normalized)  L: light source vector (normalized) Lambert’s Law: (perfectly diffuse surface)
  • 29. SPECULAR LIGHT • Light that is reflected from the surface unequally to all directions • Models reflections on shiny surfaces Light  n dd n ss REIk IkI   cos N Lf Eye R f Phong’s Law:  R n=inf. R n=large R n=small
  • 31. SHADING A POLYHEDRA • Flat (facet) shading: • Works well for objects really made of flat faces. • Appearance depends on number of polygons for curved surface objects. • If polyhedral model is an approximation then need to smooth.
  • 32. FLAT AND SMOOTH SHADING Getting smooth Curvature : interpolation Gouraud ShadingFlat Shading
  • 33. FLAT SHADING • Polygon meshes approximate smooth curved surfaces with planar facets. Using the previous methods does not generate an illusion of smooth curved surface.  Reason: discontinuity of the normal vectors. N1 N2 GOURAUD SHADING • Assign vertex the normal of the smooth surface. Or • Average the normal of all neighboring polygons N1 N2 N  Interpolate colors along edges and scan-lines
  • 35. Surface ImageTexture TEXTURES • Images (textures) applied to polygons (models) to enhance the visual effect of a scene
  • 36. SURFACE TEXTURES • Add visual detail to surfaces of 3D objects
  • 37. PARAMETERIZATION geometry + = image texture map • Q: How do we decide where on the geometry each color from the image should go?
  • 38. OPTION: VARIETIES OF PROJECTIONS
  • 39. TEXTURE MAPPING • Steps: • Define texture • Specify mapping from texture to surface • Lookup texture values during scan conversion Modeling Coordinate System Image Coordinate System Texture Coordinate System
  • 40. Texture Filtering Size of filter depends on projective warp – Can prefiltering images Magnification Minification
  • 41. MIP MAPS • Keep textures prefiltered at multiple resolutions • For each pixel, linearly interpolate between two closest levels (e.g., trilinear filtering) • Fast, easy for hardware
  • 42. What is Shading? • Assigning of a color to a pixel in the final image. • So, everything in shading is about how to select and combine colors to get the look you want. WHAT IMPACTS SHADING? • The lights in a scene. • The geometry of objects in a scene. • The normals of objects. • The shader properties of an object: • Color,transparency, emissivity, etc… • The rendering algorithm • Eg ray-tracing versus scan-line rendering.
  • 43. SHADERS Lambert: No highlights Phong: Distinct specular highlights Phong E: Greater controls for softer highlights Blinn: Versatile and soft highlights Anisotropic: Directional highlights, such as hair or metal WHAT IS A TEXTURE? • MAP surface detail from a predefined easy table (“texture”) to a simple polygon • Color • Specular ‘color’ (environment map) • Normal vector deviation (bump map) • displacement mapping • transparency Textures are images that can be mapped to almost any surface material They can be bitmap images or can be created procedurally • Bitmap textures can be created in an external program, such as Photoshop, or inside Maya using 3D Paint • Procedural textures are created using mathematical formulae internal to Maya
  • 44. PROCEDURAL TEXTURES 2D Procedural Textures Bulge Checker Cloth Fractal Grid Noise Ramp 44
  • 45. PROCEDURAL TEXTURES 3D Procedural Textures Brownian Cloud Leather Granite Marble Rock Solid Fractal Wood 45
  • 46. UVS AND TEXTURE PLACEMENT UV mapping overlays a texture onto a flattened model (done in the UV Texture Editor) 46 2D textures are mapped using a place2dTexture node 3D textures are mapped using a place3DTexture node
  • 47. PHOTOSHOP INTEGRATION Maya supports importing and exporting the photoshop PSD format Both Maya and Photoshop can use layers to combine multiple bitmaps into a single file Shading networks are created in the Hypershade based on the layers of attributes in the PSD file 47
  • 48. SHADERS Ramp: Control color changes across the shader Layered: Allows multiple layers to be stacked and combined COMMON ATTRIBUTES OF SHADERS Color Transparency Ambient Color Incandescence Bump Mapping Diffuse Translucence
  • 49. BUMP MAPPING • Modifies the direction of the surface normal.
  • 50. TEXTURE AND BUMP MAPPING • Diffuse and normal remapping
  • 51. SURFACE LAYERS • Combine multiple shaders for astonishing effects. • Build up shades like a painter.
  • 52. RENDERMAN SHADERS • Renderman is a procedural shader language with tremendous versatility. • All major feature animated feature films use Renderman as part of production. • Like programming in C code. • You write Shaders for Renderman like you would write C code for computers.