Introduction to 3D | 2006
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INTERACTIVE SHADING
Hardware Shading F3
Hardware Shading is the principal tool for the evaluation of surfaces
and design work. It is fully interactive, yet its speed is directly tied to
the graphic performance of the given machines graphic card. The
key is to match the Hardware Shading settings to the speed of the
machine.
There are 3 levels of settings that will most dramatically affect the
speed of interactive shading:
1] Tessellation is the quantity of triangulation that will take place
when the shading is invoked (this will be covered in more detail on
the following page).
The Fast option is a must for responsive graphic performance.
Accurate will dramatically slow down interactively.
The Tolerance is a factor that is relevant to the units you are
working in. So in the example right, the triangulation will deviate no
more than 0.01 cm from the NURBS data.
2] Shading Method is the next level of performance.
Per Pixel is the high quality setting, and is necessary to show off
reflections, texture maps, bump maps, etc.
Per Vertex does not support the reflections, texture maps, etc., but
is focused on showing off basic surface quality. It is the appropriate
option for lower end graphic cards.
3] Ground Plane Settings are extra bells and whistles that
show realistic effects of interactive shadows and reflections. It is
most useful for preparing for software rendering, but it should be
used sparingly because it will dramatically slow the performance of
Hardware Shading (especially ground reflections).
The Ground Plane option opens the shadowing and reflecting effects.
Shadows produces shadows on the user defined ground plane. User
Defined matches the shadows to the lighting in the scene. Shadow
Blur and Transparency add realism.
Reflections add more realism, but this effect is very demanding
graphically. The level of Reflectivity, Depth and Blur can produce a
sophisticated look and feel.
Lighting Source has several useful options. Default has an overriding light that projects
from the view camera itself. All Lights interactively uses the lighting you have set up in
your scene.
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SHADING QUALITY
Tessellation
All rendering, both hardware and software, is based on the shading
of small triangles. Surfaces are broken up into small triangular facets
and then shaded smoothly from edge to edge combining to form an
over-all effect of smooth surface.
The examples to the right graphically show the effects of low and
medium tolerances for tessellation. One must remember that this
tessellation has NOTHING to do with the actual quality of the
surface, it is just controlling the quality of the tessellation, and thus
the speed of the interactive shading.
0.5 tolerance
>> There are several areas that tessellation affects beyond Hardware
Shading; Diagnostic Shading, which is an alternative technical
shading technology, and Render Globals, which controls the quality
of software rendering; both have the same tessellation control at the
center of their quality settings.
>> A good way to figure out the tessellation for a rendering is to
use Hardware Shading to figure out the right tolerance number
interactively, then enter that same number into the Render Globals
Mesh Tolerance (WYSIWYG).
0.01 tolerance
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TECHNICAL SHADING
>> The reflection shading places surfaces in hardedge theoretical environments to study the reflective
qualities interactively.
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BASIC LIGHTING
Ambient
Light
Primary
Directional
Light
Fill
Directional
Light
>> Create this fill light opposite the main directional light:
To accomplish this: scale a copy of the main directional light by -1 -1 -1
in the Informational Window (Alt Shift I). Then cool off the lights color and
reduce its intensity by half (0.5).
[shadow]
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MATERIAL DEVELOPMENT
Multi-lister:
This is where all shading, lighting, and environment control are
created and edited. All these entities can be endlessly manipulated
and assigned to any number of surfaces. A simple double-click on
any of these shaders opens its editor, which gives access to the
shaders many attributes. In addition, the editor enables
the application of additional parameters: this is known as
Texture Mapping.
Mapping:
Texture mapping is the
primary way of adding realistic
details to shaders. Textures
are mapped onto the various
channels of a given shader.
There are several types of
mapping (covered more on
the following pages): Surface,
Solid, and Environmental.
Editor:
The edit window provides access to all the detailed shader
controls. It also provides map points for the texture mapping
channels. Double-clicking on any shader icon in the multilister opens the shader editor.
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BASIC SHADING
0.8
0.4
0.4
0.4
0.0
Diffuse >
Specular >
Specular Rolloff >
Eccentricity >
Reflectivity >
1.0
0.5
0.0
0.2
0.3
Diffuse: The ability of the surface to respond to light, affecting the fall
off of the highlight itself. The higher the Diffuse value, the more the
actual surface color realized. Thus a low value will dull the shaders
color, a higher value will intensify its colormaterial saturation control.
Specular: Defines the color and intensity of surface highlights.
Specular Rolloff: applies to the quality of the specularity and the ability
of the surface to reflect from oblique angles. This value is often set low
for shiny materials, but can be used to produce many special effects.
Middle values are useful for rubber-like materials.
Eccentricity: Controls the size of highlights on a surface. Small
highlights define shiny surfaces like glass; large ones are used for soft
or velvety surfaces such as rubber.
Reflectivity: Is the ability of the surface to reflect its surroundings. Low
values simulate lightly textured plastics and diffuse reflective metals
like aluminum; high values work well for materials like glass, water, and
chrome.
Reflection: Refers to applied environmental reflection mapping only.
This is most useful for Hardware Shading and RayCasting. Raytracing
over-rides this channel with the scenes Environment (unless Reflect
Map parameter is turned on).
Diffuse >
Specular >
Specular Rolloff >
Eccentricity >
Reflectivity >
1.0
0.5
0.0
0.3
0.3
Diffuse >
Specular >
Specular Rolloff >
Eccentricity >
Reflectivity >
0.8
0.7
0.0
0.2
0.2
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TYPES OF MAPPING
Surface Mapping:
This type of mapping stretches the given texture to
the 4 corners of the assigned surface(s). Surface
mapping takes on all the parameterization
qualities of the mapped surface itself.
Environment Mapping:
This mapping is focused on applying
reflection environments. There are
several types of environments to map:
Cube is used to map 6 images to
create a room-like reflection. Ball and
Sphere environments map images to
for realistic exterior reflections. Chrome
and Sky environments produce stylized
procedural reflections.
Solid Mapping:
This mapping procedure is based on the volumetric intersection of
surfaces with Projection Objects. There are 8 different types of Projection
Objects; each uses a different projection geometry model. The Solid
texture uses the Projection Object to place itself in respect to the applied
surfaces, and has the ability to move, scale, and rotate it in any way.
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TEXTURE MAPPING
50% effect
0% effect
clear
translucent
opaque
Bump Map:
Mapping this Checker pattern to the Bump channel will create a
slightly raised texture. Positive intensities produce positive bumps;
Negative values produce embossed bumps.
Transparency Map:
A Checker procedural texture is mapped to the transparency channel.
White areas are completely transparent; black are completely opaque
Notice that the transparent squares still have a specular highlight
Specularity Map:
By adding a modified copy of the same Checker texture mapped to the
Transparency channel, and then applying it to the Specularity channel,
the appearance of a square hole is possible. In this case, the black
and white checker pattern is inverted to make the lack of specularity
(black) match up with the Transparency (white).
Displacement Map:
Applying the Checker map to the Displacement channel produces a
true 3D texture. Note that the intensity value can produce dramatic
effects.
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IMAGE MAPPING
Mapping A Logo:
The following example covers the basics of creating a logo on a given
object, based on a set of associated image files. In this case we want
the color of the logo to be embossed into a metallic material.
bump map. Note that the logo now looks embossed into the metal
surface (you must have Per Pixel selected in Hardware Shade to see
this effect).
Multi-Channeled Shader:
It is often necessary to produce several images to map to several
channels to create the desired effects. This shader represents an
example of this multi-dimensional use. Below is sample of the multilister view of this shader with all of its channels exposed.
>> A negative
intensity
produces an
embossed
look, and
vice versa.
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BASIC RENDERING
Opens the
Render Globals
editing window
Kicks off
Direct Render
Final shots
should be
kicked off
for rendering
outside of
Studio...
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RAYTRACING vs RAYCASTING
Computer Rendering:
There are the two types of rendering: Raycasting and Raytracing.
The key is to figure out which one is best for each individual
shot. Each has its own pluses and minuses; each has its own
characteristics, special considerations, and set up.
The following chart outlines some of the basic capabilities and should
help explain some of the basic differences between the two
rendering engines:
Raycasting
1:33 minutes
Raytracing
18:59 minutes
Time:
Faster [in most cases]
Time:
Slower [in most cases]
Memory:
Generally less intensive (except for large Shadow Maps)
Memory:
More intensive with high levels of refractions and reflections.
Shadows:
Only with Spot lights
[Shadow Maps produce even, soft, and constant valued shadows]
Shadows:
Default hard edged shadows [fast rendering]
Soft Shadows option [increasing render time]
Transparency:
Yes, but not realistic material quality [no refractions]
[Also, transparent objects will not cast any shadows]
Transparency:
Photo-realistic refractions
Reflections:
Only reflection maps apply here. Objects cannot reflect into each other.
[Only environmental maps are be reflected].
Reflections:
Objects can reflect back and forth multiple times, as in reality.
Best Applications:
Interior lighting conditions, Softly defined shadows, non-refractive
materials, environmental reflections only.
Best Applications:
Outdoor lighting conditions, Super accurate shadows, anywhere realistic
object to object reflections and refractions are needed (metals and
glass)
Summary:
A limited but very time effective render. If you can use reflection maps
and avoid much refractive materials, this is a good way to render.
Summary:
Raytracing accurately traces the rays of light and calculates physical
material properties as the rays intersect different types of materials. It is
also more expensive as far as time is concerned.
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TRACING RAYS
Raytracing Concept:
Raytracing works basically backwards from how rays of lights work
in reality. Instead of rays of light bouncing off objects into a cameras
lens, Raytracing starts by sending rays outward from its virtual
camera and traces their bounces through the objects in the scene.
3
4
5
6
8
>> This ray trace reveals that it would take a Refraction Limit of
at least 8 to see the floor just behind the glass through all of its
refracted bounces (the Refract Limit is set per shader page 6, and in
the Render Globals page 11).
>> Just to be safe, you might want to add 2 more to the Refractive
Limit to achieve the best render results...
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Refractions Limits:
Setting the Reflection, Refraction, and Shadow Limits are some of
the most confusing aspects of Raytracing. Setting them too low will
not look realistic, setting them too high will drive rendering times
high. The illustrations on this page hopefully with help guide you
through setting up these limits just right.
Soft Shadow 12
Hardware Shade
with shadows
Reflect Limit
Refract Limit
Shadow Limit
2
6
5
Reflect Limit
Refract Limit
Shadow Limit
Reflect Limit
Refract Limit
Shadow Limit
2
8
7
1
2
1
Reflect Limit
2
Refract Limit 10
Shadow Limit 9
>> Final rendering with all the tweaked settings ends up taking
16:27 minutes to render at a 600 X 460 resolution.
Reflect Limit
Refract Limit
Shadow Limit
2
4
3
Reflect Limit
2
Refract Limit 10
Shadow Limit 9
Soft Shadow
>> Setting Shadow Samples to around 12 will most often give you fairly
smooth Soft Shadows, but will drive up render times; use 2 for test
renders.