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public means that the method is visible and can be called from other objects of

other types. Other alternatives are private, protected, package and package-private.
See here for more details.
static means that the method is associated with the class, not a specific instance
(object) of that class. This means that you can call a static method without creating
an object of the class.
void means that the method has no return value. If the method returned an int you
would write int instead of void.
The combination of all three of these is most commonly seen on the main method
which most tutorials will include.
public - it can be called from anywhere
static - it doesn't have any object state, so you can call it without instantiating an
object
void - it doesn't return anything
composition- new - pal d1/dv- duration 00:01:00:00- 30 fps
ctrl D - duplicate
select lauers one by one - right click- keyframe assistant- sequence layer
enter- rename
effect- stopwatch -added keyframe after effects - new key frame make changes arrow jump from keyframe to keyframe - stop watch add keyframe
s- scale t-opacity r-rotation p-position
shift- multi effect
drag head
alt + [ or ] crop content
[ or ] - shifting content on time frame
PAL- 25fps
NTSC- 30fps
VCD -320 X 250
DVD - 720 X 576
HDTV- 1980 x 1280
targa(VFX xompositing room)/png- transparent
avi uncompressed - video editing room (cropping/editing)- output(dvd)
assign renderer- mental ray production
presentation - part 1 & 2 (12/6)
part 1- 29th (friday)
part 2- 3rd (wednesday) 60%- model/color/texture
00(h):00(m):00(s):00(frame)
background
filter >noise > 10/gaussian/monochromatic
image>adjustment>level
render. cloud> inner glow

mental ray
Direct lights/ local illumination
> sun /distance/hemi -hard light & hard shadow- parallel (Huge atmosphere)
> area (screen) soft light- 180 degree - not much shadow
> spot (vehicle headlight) - expanding _ energy level decreases (cone shape- beam)
> omni light / point - 360 degree (energy lose) (bulb)
> linear light - tube (Except 2 areas) - like a sun ( from the side )
** cover spotlight with paper > area light
** light hits and stay - unrealistic (direct light)
see through- apply color outside> inside is always transparent
multiplier > control brightness
sunlight> off white > not exceed 1
decay> constrain the energy level 100-50-40-30-20-10> control the area covered
shadow map ( pixelated image/pic) -increase size - 1024- more quality
/ raytrace ( accurate quality of shadow )- cant cheat audience
seperate object / shadow movement seperately
-- global illumination/in-direct lights
real world - light hits and (bounds) reflect - color mix
- control photon (bounces to another location)
-- color becomes darker
- color bleed/ spill- the color from environment will reflects
- soft shadow 2
final gathering
--soft shadow (bounces to origin)
-create enegry points scatter around > where it hits and reflects back to the same
location > final gathering = bright area with realistic effect
- omni light - 0.1 - will be generated later
reflection(light bounds) / refraction (light pass through)- best result with transparent
and curve
mental ray> uses mental ray material

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