http://www.itchy-animation.co.uk/light.htm
Friday, November 22, 2013
Wednesday, November 13, 2013
a quick look at the major shaders that i will be using often
From the top is Blinn, which is a major shader for me, however the one i work on it is a much complex version of this basic shader.
next from the the bottom is anisotropic, lambert, and then phong. and the far right is stewart from http://www.animationmentor.com/free-maya-rig/
a quick observation is that blinn and phong as some similar characteristic. so there is a few minor difference which i will be looking in to it.
we will look closer for this 4 specific shader as i blog by so stay tune!
Thursday, October 10, 2013
Them Lights!
Ok so when it comes to lights, i wonder if i just smack some lights on my scene and tune the colors and viola its done ! sounds easy? yes it does, but first a good understanding on lighting theory helps alot, i set that aside for later.
This post is about what i usually do and use in my daily routine. there are plenty of light types in most 3D software, they can be the most fanciest to the most common and basic lights types. the one im speaking of is
Spot Lights
They are the MOST common type of light you can get in any 3D programs to date.
next off is
Area Lights
another common type available.
so i wonder, there are so many different types out there why did i focus to these 2 lights? Well first of all, there are the basic form when it comes down to lighting, and by other types they are basically a tweaked version of any of these 2 lights. optimized for niche scenes where not many will encounter.
However after at least a few years of using it, i do rely much on these 2 lights, and when it comes to VFX lighting, these are you most used light( while some other lights are for special scene by scene so less used) and even so i did used these 2 basic lights to simulate the same characteristic as the other lights, its all about the settings and perimeters.
A quick look at
Spotlights : Harsh lighting, Sharp shadows
Area lights : Soft diffuse lighting, Soft shadows
So by mix and matching these 2 lights, lots of interesting results can be achieved. The whole idea is to know these 2 lights in detail
This post is about what i usually do and use in my daily routine. there are plenty of light types in most 3D software, they can be the most fanciest to the most common and basic lights types. the one im speaking of is
Spot Lights
next off is
Area Lights
another common type available.
so i wonder, there are so many different types out there why did i focus to these 2 lights? Well first of all, there are the basic form when it comes down to lighting, and by other types they are basically a tweaked version of any of these 2 lights. optimized for niche scenes where not many will encounter.
However after at least a few years of using it, i do rely much on these 2 lights, and when it comes to VFX lighting, these are you most used light( while some other lights are for special scene by scene so less used) and even so i did used these 2 basic lights to simulate the same characteristic as the other lights, its all about the settings and perimeters.
A quick look at
Spotlights : Harsh lighting, Sharp shadows
Area lights : Soft diffuse lighting, Soft shadows
So by mix and matching these 2 lights, lots of interesting results can be achieved. The whole idea is to know these 2 lights in detail
Friday, October 4, 2013
Looking at Shader
Shaders are your colors, texture and what will the camera pickup during render, they will decide how shiny( that's specular to you technical fella), reflectivity, translucency ( aka opacity ) and what color ( also known as diffuse.
and not be confuse between texture artist and shader artist, in a more technical term and requirements THEY ARE NOT THE SAME, I'll be elaborating this more as i write down more stuff. a general idea is that:
-Texture painters are the ones doing the painting in Photoshop and Mari, using photos and brushes to create / manipulate how a CG thing will look
-Shader artist how ever will be the one grabbing the texture images from the Texture painters and give them the CG properties like specularity, reflectivity and etc in which will react accordingly to the light source . they will also be writing codes and command using programming language like mel script for maya user
http://forums.odforce.net/index.php?/topic/14360-shader-writing-and-why-is-so-important/
so below are the default shaders that is available as of maya 2010 they are from left : Hair Tube shader, Ocean shader, Anisotropic, Blinn, Lambert, Phong, Phong E, Ramp and the
bottom : Shading Map, Shading Surface
Shaders with a singular light source
Shaders with multiple light source for this case 3 point lights
and not be confuse between texture artist and shader artist, in a more technical term and requirements THEY ARE NOT THE SAME, I'll be elaborating this more as i write down more stuff. a general idea is that:
-Texture painters are the ones doing the painting in Photoshop and Mari, using photos and brushes to create / manipulate how a CG thing will look
-Shader artist how ever will be the one grabbing the texture images from the Texture painters and give them the CG properties like specularity, reflectivity and etc in which will react accordingly to the light source . they will also be writing codes and command using programming language like mel script for maya user
http://forums.odforce.net/index.php?/topic/14360-shader-writing-and-why-is-so-important/
so below are the default shaders that is available as of maya 2010 they are from left : Hair Tube shader, Ocean shader, Anisotropic, Blinn, Lambert, Phong, Phong E, Ramp and the
bottom : Shading Map, Shading Surface
Shaders with a singular light source
Shaders with multiple light source for this case 3 point lights
The importance of UV
fig.1
If you don UV your objects, it might and most times turn out horrible like the above. how ever i do understand that UVing will take some time but is a necessary step, so when it comes down to a TEAM efford who does UVing ?
From my experience is the modelers part as they are well verse with their models ( does not apply to generalist as they are you all-in-1-guy after all ), and for some cases i have yet to see is a dedicated UV guy - skinning day in and day out and all day long.
fig.2
So is it hard to do UV? Simple answer is no, its quite practically easy-ish (depends how complex the object is ) after going some practice its more or less getting the basic right.
Other then complex objects and/or complex objects, a simple UV can save you the horrible stretch and minimized the ugliness and seems in between 2 different sections.
Take the above picture for example, a non UV( or messy UV ) fig.1 and below a simple UVed character fig.2
So what do i need when i comes to UVing ?
a nice UV COLOR GRID, or the default checkered texture ( available in maya by default )
for this case the UV that i used, credit goes to http://www.pixelcg.com/blog/?p=146
and then next, slice them up!
still can do better , buy hey works like a charm for me ^^
Tuesday, October 1, 2013
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