Monday, 10 October 2011

Week 4

Coming to Week 4, we started the learning of applying material/texture

2.3 EXERCISE

4. Adjust the specular colour to create a material which looks like a shiny metal


I edited the DIFFUSE and SPECULAR colour, also experimented with the specular level, glossiness and soften values to get the following effect.


=5. In a different slot, create a material which looks like wood
Without importing direct wood material, I had to reduce the specular level and glossiness, to try to make it look as matt effect as possible, trying to make it look more "wooden."



Exercise 1: Done


==================================================


2.5 EXERCISE: APPLYING ABITMAP

9. Repeat the above steps by applying the same bitmap to a SPHERE, CYLINDER, TEAPOT, 
CONE and PYRAMID




Exercise 2: Done

==================================================

2.6 EXERCISE: PROCEDURAL MAPS

a. CELLULAR

I experimented it a little, which could also look like below.


b. DENT


c. MARBLE
d. NOISE

e. PERLIN MARBLE

f. SMOKE

g. SPLAT

h. WAVE


Exercise 3: Done

================================================


3 UVW MAP MODIFIER EXERCISE

4. For this example, select PLANAR in the PARAMETERS list under the MODIFIER STACK 
5. Now use the ROTATE, MOVE and SCALE tools to replicate the positions of the projection 
square in relation to the box the previous picture. Watch how the mapped image changes as you 
move the GIZMO



6. Now select the CYLINRICAL, SPHERICAL, BOX options in turn and experiment with the 
GIZMOS for each modifier





i. A sphere, using BOX mapping, can you describe how the image has been mapped onto the 
sphere? 

Box Mapping was basically projecting the 2D image through all the 6 directions like a box.



ii. Two spheres, one with SPHERICAL mapping and the other using SHRINK WRAP 
mapping, can you see the difference? Refer to the online help



Spherical

Surrounds the object by projecting the map from a sphere. You see a seam and mapping singularities at the top and bottom of the sphere where the bitmap edges meet at the sphere's poles. Spherical mapping is useful for objects that are roughly spherical in shape.


Shrink Wrap

Uses spherical mapping, but truncates the corners of the map and joins them all at a single pole, creating only one singularity. Shrink-wrap mapping is useful when you want to hide the mapping singularity.




iii. A CYLINDER, with and without the CAP option enable

Left - Without CAP,  Right with CAP enabled.



iv. A TEAPOT using FACE mapping




v. A TEAPOT, where there is one image of the moth on the whole teapot, which is mapped
over the top and down the sides, but DOES NOT go under the teapot, the image of the moth
lies over the top, see the screenshots below.


=SPHERICAL Mapping


vi. A box, so that the image only appears on opposite ends of the box and does not ‘bleed’ onto 
other sides. 


= PLANAR mapping


Exercise 4: Done

================================================



4 COMBINING PROCEDURAL MAPS



Exercise 5: Done

No comments:

Post a Comment