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3D Animation - Chapter 6

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    CDM303

    SCHOOL OF MULTIMEDIA

    FACULTY OF ART & DESIGN

    PREPARED BY:SARAIZA BT KHAIRUL IKRAM

    CHAPTER   6

    SHADING AND SURFACECHARACTERISTICS

    3D ANIMATION

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    Slide 2 of !

    TOPIC OUTLINE

    6.1 Surface Shading Techniques.

    6.2 Image Mapping.

    6.3 Surface Reectivity, Teture ! Transparency.

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    Slide 3 of !

    Color 

    Color is the best starting point for texturing. By roughly sketching out the

    color ideas for your surface, you can easily begin to conceptualize what the

    final product will look like.

    However, even knowing all this, no matter how much color theory you study,

    or how well you understand the fundamentals behind the actual use of color,

    it can be a tricky matter for many.

    6" S#$f%&e S'%di() Te&'(i*#e+"

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    Manipulating Color 

    When working with color images, we need to have a good understanding of their different

    components so that we can manipulate them as necessary.

    Hue

    Hue is basically the color of pixels within an image. When working with different images thatyou want to blend together seamlessly, adusting the hues of the images can be a good way of

    getting them to mix.

    Saturation

    !he saturation of an image is the amount of color that each pixel contains and the intensity of

    that color. "f you remove all the saturation from an image, it becomes grayscale.

    6" S#$f%&e S'%di() Te&'(i*#e+"

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    Brightness

    !he best way to check whether your images are too bright or too dark is to take a look

    at them on a different computer. #ou can adust the brightness of an image in

    $ightWave%s "mage &ditor or within your painting package. 'on%t go too wild with this

    setting though, as it can really ruin images, especially if you make them too bright.

    Contrast

    (ometimes you might paint , a nice)looking color map, but when you look at it, it seems

    a little plain.

    "ncreasing the contrast of your image can sometimes help to push the colors out nicely

    by increasing the difference between the dark pixels and the light pixels. !his can

    greatly improve colors that may be otherwise dull, and can also help to enhance details.

    6" S#$f%&e S'%di() Te&'(i*#e+"

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    Image Map Projection

     

    (ince images are usually rectangular and surfaces may or may not be, you

    must tell $ightWave how you want the image map projected onto the

    surface. !he common proection types settings are *lanar, Cylindrical,

    (pherical, Cubic and +ront.

     

    enerally, you should pick the shape that best describes the surface shape.

    -ote that this is not necessarily the obect%s overall shape since that may

    be made up of many surfaces./ +or example, if you were mapping a label

    image on the sides of a soda can, you%d use Cylindrical. +or a planet, you%duse (pherical. +or a wall, *lanar would do the trick. +or a brick, Cubic might

    be best.

    6"2 I.%)e M%//i()"

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    Planar Projection

    *lanar proection will proect an image onto a surface as if

    you were proecting the image through a slide proector

    onto a wall. *lanar image maps are best used on flat, or

    nearly flat surfaces like the sides of buildings and the

    screens of video monitors.

    +or the 0 and # axes, *lanar images are  projected from

    the positive)axis side of a surface towards the negative)

    axis side.

    !his means that the image appears correct when viewed

    from the positive side and it appears reversed if you view it

    from the negative side. +or the 1 axis, *lanar images areproected from the negative side.

     

    6"2 I.%)e M%//i()"

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    Cylindrical Projection

    Cylindrical proection wraps an

    image around the selected axis like a

    paper towel wrapped about a

    cardboard tube. By default, an image

    is wrapped so it covers the surfaceonce, allowing the side edges of the

    image to meet on the back of the

    surface. 2 soda can or tree trunks

    are both good examples of surfaces

    that would use cylindrical proection.

    Cylindrical proection is alwayswrapped about a surface so the top

    of the image appears towards the

    positive)axis side of the !exture 2xis.

     

    6"2 I.%)e M%//i()"

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    Spherical Projection

    (pherical proection wraps an image

    around a surface as if you were

    stretching a flat piece of rubber around

    a ball, but without having to worry

    about the edges all meeting. *lanets,

    basketballs, and marbles could all use

    a (pherical proection.(phericalproection does not use (cale

    parameters. "mages are wrapped

    completely around the surface -using

    the wrap values, discussed later/.

    (pherical proection is always oriented

    so the top of the image appears towardthe positive)side of the !exture 2xis.

     

    6"2 I.%)e M%//i()"

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    Cubic Projection

    Cubic proection is essentially the same

    as *lanar, except that you cannot select

    a !exture 2xis. Cubic proects the image

    from all three axes at the same time.

    !he image is proected like *lanar,except simultaneously along all three

    axes. 3se Cubic where you wish to

    apply the same image to all sides of a

    rectangular shape, such as an image of

    tiling bricks wrapped about the sides of a

    building, or wallpaper on the walls of aroom.

     

    6"2 I.%)e M%//i()"

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    Diffuse

    Basically diffuse determines how much of a surface%s color we see by

    determining how much light is scattered -and reflected/ and how much is

    absorbed -diffused/ by the surface. "f you have used any other 4'

    programs, you may have noticed that some of them label the color channel

    in their surface editors as diffuse,

      when in fact color and diffuse are different, even though they are

    inextricably linked.

    6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4

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    Luminosity

    Basically, it makes them luminous, in the sense that they appear to emit a light of their own.

    $uminosity, however, is not the same as using the glow effect found in $ightWave. !hat is

    something separate, discussed in a moment, and can be very effective in enhancing the effect.

    "mage above shows the difference between using luminosity for the computer screen and little

    power lights, and not using it. Big difference.

    6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4

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    Specularity

    (pecularity is the reflection of any light sources that are illuminating the

    obect, and is actually a shortened term, the full term being specular

    reflection. If we were to zoom in really closely on a highlight on a surface,

    we would find that the highlight is in fact simply a pure reflection of a local

    light source.

    6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4

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    Glossiness

    lossiness is a specular highlight caused by the reflection of light. !he

    rougher a surface is, the more diffused the specular highlight becomes. !he

    more diffuse the specular highlight is, the less 5glossy6 the surface

    appears.!herefore, smoother surfaces appear more 5glossy6 than rough

    surfaces.

    6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4

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    Slide - of !

    eflection

    What reflection does is define what areas of your surface are reflective and

    how reflective those areas are. (o by placing images, gradients, or

    procedural textures into your reflection surface attribute, you control how

    reflective the surface is and if that reflectivity is constant or varied across thesurface.

     

    6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4

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    Slide 6 of !

    CLIC! H"" #$ %$& L'B 'C(I)I(%*

    G$$D L&C!

    '+D

    (% %$& B"S(

    LAB ACTI8IT9

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    Slide ! of !

    ACTI8ITIES

    LIGH(,')" P'( -

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    Slide of !

    NE:T SESSION PRE8IE;

    "n the next class we are going to learn

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    Slide 1 of !

    LIST OF REFERENCES

    7. 'an 2blan, "nside $ightwave 8, ew 9iders, :;;8

    :. 2rnold allardo, 4' $ighting, Charles 9iver ictor ?erlow, !he 2rt of 4)' Computer 2nimation and

    "maging

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    Slide 20 of !

    APPENDI:

    E d f lid h li ! " i"

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    Slide 2 of !

    End of slide show, li! "o e#i"$


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