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Basic Rendering
  Techniques
 Guilford County SciVis
        V106.03
Rendering and Shading Techniques
   Rendering produces a finished
    image.
      The closer the rendering is to
       create a natural scene, the more
       complex it is, and the longer it
       takes to render the scene.
      Rendering the scene to a file may
       include such things as the
       background, output size,
       compression, file type, and
       output path.
      Rendering previews are small
       and quick to check your scene
       prior to doing a full render.
Texture Mapping
   The term texture in
    3D computer graphics
    refers to image
    patterns rather than
    the “feel” of materials.
   The most basic type of
    texture is a 2D picture
    (often saved as a
    .jpeg, .bmp, or .tga
    file), which is applied
    to an object.
Texture Mapping
   Surfaces may have single colors or
    they may have multiple color
    patterns, which are commonly
    referred to as textures.
      For example: wood has a
       characteristic appearance
       because of its varying color
       patterns.
    Even materials like metals which
    seen to be one color, when closely
    examined, reveal varying shades
    and colors mixed in random
    patterns.
Texture Mapping
   Opacity maps control
    whether a material is
    opaque, transparent,
    or translucent.
   Adding textures to the
    object is an extremely
    important part of
    making objects look
    real.
Texture Mapping
   Textures may be
    acquired in different
    ways.
      Most 3D programs
       come with libraries
       where you can
       select various
       materials and
       patterns.
      Typically, 3D
       programs allow
       materials to be
       added to the library
Acquiring Materials
   New materials can be made by
    combining existing library
    selections and sometimes
    using “mixing formulas”
    (blending) provided by other
    3D artist.
   There are graphic programs
    designed for creating 2D
    textures (such as CorelDraw or
    Photoshop) that can be found
    on the Internet or through
    software suppliers.
UV Space
   UV mapping is a way
    of trying to solve the
    distortion problems
    that occur when
    applying image maps
    (textures) to complex
    surfaces.
   Many 3D graphic
    programs allow
    texture image scaling
    and placement
    controls.
UV Space
   U represents the horizontal
    component of an image. It
    corresponds to the X axis
    dimension in 2D coordinate
    space.
   V represents the vertical
    component of an image. It
    corresponds to the Y axis
    dimension in 2D coordinate
    space.
   W represents the z axis in
    3D coordinate space.
UV Space
   By applying UV scaling
    and placement
    restraints, the most
    appropriate fit of the
    image can be obtained.
   By manipulating UV
    controls, it is also
    possible to apply
    textures to parts of
    surfaces as well as an
    entire surface.
   Tiling allows pattern to
    be repeated, much like
    tiles on a floor.
Bump Mapping
   Bump maps simulate the
    roughness of surfaces even
    though the surfaces are
    perfectly flat.
   Bump maps make an object
    appear to have a bumpy or
    irregular surface. This is
    possible because of higher
    areas are light and lower
    areas are dark.
   Surface roughness might
    include the unevenness of a
    brick surface, the weave of a
    fabric, or the bumpiness of an
    orange.
Bump Mapping
   The process of creating artificial roughness takes
    less computing power than actually dividing the
    surface into large numbers of polygons and
    moving the vertices of those polygons up or
    down to create a real roughness.
   Settings allow the user to determining the height
    and depth of bumps.
   Bump maps can be produced by photographing
    surfaces, scanning images and actual materials,
    or by using software programs to draw patterns
    in grayscale.
Lighting
   3D programs have
    some type of default
    lighting, which can be
    changed to create a
    more realistic
    appearance.
   There are several
    common types of CG
    (computer graphics)
    lights.
The End

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Basic rendering techniques

  • 1. Basic Rendering Techniques Guilford County SciVis V106.03
  • 2. Rendering and Shading Techniques  Rendering produces a finished image.  The closer the rendering is to create a natural scene, the more complex it is, and the longer it takes to render the scene.  Rendering the scene to a file may include such things as the background, output size, compression, file type, and output path.  Rendering previews are small and quick to check your scene prior to doing a full render.
  • 3. Texture Mapping  The term texture in 3D computer graphics refers to image patterns rather than the “feel” of materials.  The most basic type of texture is a 2D picture (often saved as a .jpeg, .bmp, or .tga file), which is applied to an object.
  • 4. Texture Mapping  Surfaces may have single colors or they may have multiple color patterns, which are commonly referred to as textures.  For example: wood has a characteristic appearance because of its varying color patterns.  Even materials like metals which seen to be one color, when closely examined, reveal varying shades and colors mixed in random patterns.
  • 5. Texture Mapping  Opacity maps control whether a material is opaque, transparent, or translucent.  Adding textures to the object is an extremely important part of making objects look real.
  • 6. Texture Mapping  Textures may be acquired in different ways.  Most 3D programs come with libraries where you can select various materials and patterns.  Typically, 3D programs allow materials to be added to the library
  • 7. Acquiring Materials  New materials can be made by combining existing library selections and sometimes using “mixing formulas” (blending) provided by other 3D artist.  There are graphic programs designed for creating 2D textures (such as CorelDraw or Photoshop) that can be found on the Internet or through software suppliers.
  • 8. UV Space  UV mapping is a way of trying to solve the distortion problems that occur when applying image maps (textures) to complex surfaces.  Many 3D graphic programs allow texture image scaling and placement controls.
  • 9. UV Space  U represents the horizontal component of an image. It corresponds to the X axis dimension in 2D coordinate space.  V represents the vertical component of an image. It corresponds to the Y axis dimension in 2D coordinate space.  W represents the z axis in 3D coordinate space.
  • 10. UV Space  By applying UV scaling and placement restraints, the most appropriate fit of the image can be obtained.  By manipulating UV controls, it is also possible to apply textures to parts of surfaces as well as an entire surface.  Tiling allows pattern to be repeated, much like tiles on a floor.
  • 11. Bump Mapping  Bump maps simulate the roughness of surfaces even though the surfaces are perfectly flat.  Bump maps make an object appear to have a bumpy or irregular surface. This is possible because of higher areas are light and lower areas are dark.  Surface roughness might include the unevenness of a brick surface, the weave of a fabric, or the bumpiness of an orange.
  • 12. Bump Mapping  The process of creating artificial roughness takes less computing power than actually dividing the surface into large numbers of polygons and moving the vertices of those polygons up or down to create a real roughness.  Settings allow the user to determining the height and depth of bumps.  Bump maps can be produced by photographing surfaces, scanning images and actual materials, or by using software programs to draw patterns in grayscale.
  • 13. Lighting  3D programs have some type of default lighting, which can be changed to create a more realistic appearance.  There are several common types of CG (computer graphics) lights.