ASSIGNMENT #5
Instructor: James Kerestes
hcjames570@yahoo.com
Studio: Gisela Baurmann
gisela@burony.com
[RENDERING]
Assignment #5 will close-out the fall semester by producing images to be used in the final design studio review. Each student will explore various rendering and representational techniques that effectively communicate specific aspects of the project.
AGENDA
To develop images that effectively communicate a space, depth, field, material, and atmosphere within each individual student’s project.
Software: Adobe Photoshop, Alias Maya 8.5
SCHEDULE
11.30.2007_Friday afternoon
_Distribution of Assignment 5
_Rendering tutorials in Maya and Photoshop
_Visual Studies Close-Out Meeting
_Optional Desk crits
12.12.2007_Wednesday
_Final Design Review
_Renderings included as part of the final presentation
12.19.2007_Wednesday Evening
_Assignment due along with all other resubmissions
(upload to course folder using proper naming format)
*PLACE FINAL SUBMISSION IN THE APPROPRIATE FOLDER*
_ (VS3.5_Kerestes_YOURLASTNAME_01.pdf
ASSIGNMENT
1.1 _For Wednesday (Final Review_12.12.2007)
_Present Assignment #5 renderings
** FOR FINAL SUBMISSION, EACH STUDENT WILL UPLOAD AT LEAST ONE RENDERING TO THE COURSE FOLDER BY 12.19.2007. ANY RESUBMISSIONS ARE DUE AT THIS TIME AS WELL, NO EXCEPTIONS. WORK DELIVERED AFTER 12.19.2007 WILL NOT BE ACCEPTED. **
RESOURCES
PHOTOSHOP TECHNIQUES
http://www.rnel.net/search/photoshop/lighting-tutorials-1
http://www.tutorialguide.net/design/adobe_photoshop/
RENDERING WESITES/MATERIAL LIBRARIES
http://www.blender.org/
http://www.highend3d.com
MAYA INTERFACE_Rendering_ General Overview
1. Shaders
-Open Hypershade Window (On the left view option bars below outliner), or
WINDOW>RENDERINGEDITORS>HYPERSHADE
_Hypershade Window operates just like a workspace
_Shader Types are determined in how they deal with light
Lambert_most common, diffuse
Phong_specular highlight, reflectivity, glossiness
Blinn_hot spot, metallics
Anisotropic_warped surfaces
Layered (adv)_for multiple shaders
Rampshaders (adv)_to control particles
_Shader Attributes
Color_ RGB
Transparency_ opacity of shader
Ambient_ receptivity of color to ambient light
Incandescence_ self illumination
Bump Mapping_ texture
Diffuse_ reflection
Translucence_ ability to transmit light
Glow Intensity_ glow intensity
-Click on a material to make it. Double click to edit its attributes.
-To apply a material
-hold middle mouse button and drag to object
-select object, right click on shader, click Assign Material to Selection
2. Textures
-Procedural textures are self made from Maya shaders
-Maps are images brought in
-Placing a texture
_Either through U, V’s the geometry’s internal coordinate system, or
_Through projection, which beam the image onto the geometry
3. Lighting
-Concept to lighting, generally three point lighting
_Key light
_Fill light (for scene)
_Back light (for background)
-Create>Lights>Choose Light (look at editor)
_Light Types
Ambient_ even light
Directional_ general direction
Point_ specific point emitted (works like a bulb)
Spot_ directional, from a point (most commonly used)
Area_ from a flat shape
Volume_ from a volume
_Shadows are generated through D map (Depth Map Shadows)
In Shadows area of Lights’ Attribute Editor, Click Depth Map Shadows.
This casts shadows (as maya lights do not by default).
(Other ways are through raytracing in render global window
_resolution is 512 and up
4. Rendering
-Window>Rendering Editors>Render Globals
Maya Software_ default, good render
Maya Hardware_ game renderer, faster render
Maya Ray_ super realistic
Maya Vector_ line-work, Illustrator (use batch render)
Import Materials from personal library/folders
Download materials from http://www.highend3d.com/ and save to personal folder
Window>Hypershade>Import
RENDER SETTINGS: Vector
WINDOW>SETTINGS/PREFERENCES>PLUG-IN MANAGER
Check the following box_ VectorRender.mll
Rendering Vector Files
Window>Plug-In Manager>Maya Vector (check box)
Select Render Settings
-Maya Vector Tab
_Render using_ MAYA VECTOR
_unselect FILL OBJECTS
_select INCLUDE EDGES
_edge wt preset_ HAIRLINE
_edge style_ ENTIRE MESH
-Common Tab
_Set for Maya Vector
_Give file name
_Image format_ A.I.
-Render scene
-Retrieve file from folder
_Maya>Projects>Default>Images
RENDER SETTINGS: Mental Ray
WINDOW>SETTINGS/PREFERENCES>PLUG-IN MANAGER
Check the following box_ Mayatomr.mll
Maya Mental Ray
Mental Ray Tab:
Quality Presets_ Production
Anti-Aliasing Quality>Number of Samples_
Min Sample Level 1
Max Sample Level 3 (maintain a difference of 2)
Ray Tracing (check box)
Reflections 10
Refractions 10
Max Trace Depth 20
Shadow Trace Depth 10
Final Gather (check box)
Start @ 50 or 100 (Final Gather Rays), no more than 500 (will take a long time)
Filter 1
Common Tab:
File Name Prefix name file
Image Format png
Image Size full 1024
Resolution 72 or 300
Friday, November 30, 2007
Thursday, November 8, 2007
Assignment #4
Univ. of Pennsylvania, Graduate School of Design
Department of Architecture
Arch 621
Visual Studies 3
Fall 2007
Sanctuary
ASSIGNMENT #4
Instructor: James Kerestes
hcjames570@yahoo.com
Studio: Gisela Baurmann
gisela@burony.com
“Leonardo da Vinci-biological studies” “Diller and Scofidio-The Highline Project”
[back to BASICS]
Assignment #4 will bring us back to basic representational techniques. Through the use of section each student will address the following critical issues: Site, Programmatic adjacencies, Scale, and Tectonics.
The goal of this assignment is to work more closely to the site and all it has to offer and inform. How do site specific elements affect your current strand of research and development? Where is ground? How is your building oriented on the site? What is the global organization of program? At what scale is your tectonic system performing? How are you mitigating environmental constraints?
AGENDA
Through the representational technique of section, students will ground their projects into the site and begin to tie all aspects of the work together.
Software: Rhino, Adobe Illustrator, Adobe Photoshop, Alias Maya 8.5(project specific)
SCHEDULE
11.06.2007_Tuesday evening
_Distribution of Assignment 4
11.07.2007_Wednesday 2pm
_General Discussion on current design projects/expectations.
_In-Class Charette
_Desk-Crits
11.08.2007_Thursday Evening
_Optional desk-crits by request (times tbd)
_Assignment due by 12am (uploaded to course folder using proper naming format)
_ (VS3.4_Kerestes_YOURLASTNAME_01.pdf
11.09.2007_Friday-Studio w/ Gisela
_Desk-crits reviewing current progress and VS sections
_Re-work and Re-submit final VS assignment #4 to course folder after desk-crits
_VS lecture (attendance required)
ASSIGNMENT
1.1 _For Wednesday 2pm
_Organize work in preparation for section assignment
1.2 _For Thursday 12am
_Each student will produce at least one site section.
_24x36 formatted sheets containing section.
_all means of construction/representation is applicable.
(see precedent studies/images)
1.3 _For Friday 2pm
_Present site section for studio desk crits
_continue working on dwg as per crit and post final image to course folder by 12am
**THE CONTENT OF THE FORMATTED SHEETS SHOULD BE RIGOROUS. EACH STUDENT WILL PRODUCE A SECTION, EVEN IF YOU ARE PAIRED IN GROUPS. EACH GROUP MEMBER WOULD CUT A CROSS/LONG SECTION FOR SUBMITTAL. ONE SECTION PER 24X36 SHEET. DRAW BIG AND SHOW AS MUCH AS POSSIBLE. BE CREATIVE AND USE AS MANY TOOLS/RESOURCES AS POSSIBLE (SCANNING, TRANSFERS, HAND DWG, DIGITAL MODLEING, ETC.)..**
RESOURCES
Diller and Scofidio
-multiple projects (The Highline, Eyebeam Museum of Art and Technology, Institute of Contemporary Art.)
Lewis, Tsurumaki, and Lewis
-all projects and speculations
Lebbeus Woods
-representational techniques and composition
-all projects and speculations
Leonardo da Vinci
-biological studies, etc.
“Lebbeus Woods”-mixed media “LTL work”-mixed media
Department of Architecture
Arch 621
Visual Studies 3
Fall 2007
Sanctuary
ASSIGNMENT #4
Instructor: James Kerestes
hcjames570@yahoo.com
Studio: Gisela Baurmann
gisela@burony.com
“Leonardo da Vinci-biological studies” “Diller and Scofidio-The Highline Project”
[back to BASICS]
Assignment #4 will bring us back to basic representational techniques. Through the use of section each student will address the following critical issues: Site, Programmatic adjacencies, Scale, and Tectonics.
The goal of this assignment is to work more closely to the site and all it has to offer and inform. How do site specific elements affect your current strand of research and development? Where is ground? How is your building oriented on the site? What is the global organization of program? At what scale is your tectonic system performing? How are you mitigating environmental constraints?
AGENDA
Through the representational technique of section, students will ground their projects into the site and begin to tie all aspects of the work together.
Software: Rhino, Adobe Illustrator, Adobe Photoshop, Alias Maya 8.5(project specific)
SCHEDULE
11.06.2007_Tuesday evening
_Distribution of Assignment 4
11.07.2007_Wednesday 2pm
_General Discussion on current design projects/expectations.
_In-Class Charette
_Desk-Crits
11.08.2007_Thursday Evening
_Optional desk-crits by request (times tbd)
_Assignment due by 12am (uploaded to course folder using proper naming format)
_ (VS3.4_Kerestes_YOURLASTNAME_01.pdf
11.09.2007_Friday-Studio w/ Gisela
_Desk-crits reviewing current progress and VS sections
_Re-work and Re-submit final VS assignment #4 to course folder after desk-crits
_VS lecture (attendance required)
ASSIGNMENT
1.1 _For Wednesday 2pm
_Organize work in preparation for section assignment
1.2 _For Thursday 12am
_Each student will produce at least one site section.
_24x36 formatted sheets containing section.
_all means of construction/representation is applicable.
(see precedent studies/images)
1.3 _For Friday 2pm
_Present site section for studio desk crits
_continue working on dwg as per crit and post final image to course folder by 12am
**THE CONTENT OF THE FORMATTED SHEETS SHOULD BE RIGOROUS. EACH STUDENT WILL PRODUCE A SECTION, EVEN IF YOU ARE PAIRED IN GROUPS. EACH GROUP MEMBER WOULD CUT A CROSS/LONG SECTION FOR SUBMITTAL. ONE SECTION PER 24X36 SHEET. DRAW BIG AND SHOW AS MUCH AS POSSIBLE. BE CREATIVE AND USE AS MANY TOOLS/RESOURCES AS POSSIBLE (SCANNING, TRANSFERS, HAND DWG, DIGITAL MODLEING, ETC.)..**
RESOURCES
Diller and Scofidio
-multiple projects (The Highline, Eyebeam Museum of Art and Technology, Institute of Contemporary Art.)
Lewis, Tsurumaki, and Lewis
-all projects and speculations
Lebbeus Woods
-representational techniques and composition
-all projects and speculations
Leonardo da Vinci
-biological studies, etc.
“Lebbeus Woods”-mixed media “LTL work”-mixed media
Wednesday, October 10, 2007
Maya Tutorials
Please find in the vs Course folders, Maya tutorials useful to assignment #3. They are located in the distribution folder under Maya tutorials.
have fun
have fun
Assignment #3
Univ. of Pennsylvania, Graduate School of Design
Department of Architecture
Arch 621
Visual Studies 3
Fall 2007
Sanctuary
ASSIGNMENT #3
Instructor: James Kerestes
hcjames570@yahoo.com
Studio: Gisela Baurmann
gisela@burony.com
INTELLIGENT SYSTEMS
Building upon VS3 session two, Assignment #3 will implement another digital technique into the studio. The students will be introduced to the Maya Hair dynamics and begin applying the technique to their current studio models.
The hair dynamics in the Maya software is a vectorized system that is simulating the physical properties and relationships of natural hair. Using only the energy necessary to reach an optimal state of equilibrium within its environment, the movement of each hair seeks to find a resting point in both the micro and macro scales. Elements of emergence and top-down instruction aid in the effectiveness of the machine.
The dynamics of hair within Maya respond to the simulated properties built into the software. The physical properties of hair follow the rules of self-organization. As a self-organizing physical system, hair has the ability to respond, change, and adapt to contextual pressures while simultaneously not compromising its physical capabilities. For example, the elasticity of hair allows one strand to stretch up to 20% without damage and still retain its original form and structure. Within the confines of the possibilities and limitations of the work, students will develop a comprehensive model that responds both internally and externally to site specific constraints/pressures.
AGENDA
Through the use of Hair dynamics in Maya, students will test the responsiveness of existing studio models (structure, flows, formal investigations, programmatic layouts) against specific site (Governor’s Island) conditions.
Software: Maya, Adobe Illustrator
SCHEDULE
10.10.2007_Wednesday evening
_Distribution of Assignment 3
10.11.2007_Thursday 2pm
_Introduction to Maya/Hair Dynamics
_Basic Maya interface
_Hair tutorials
_Desk Crits/Technical Support
10.12.2007_Friday Evening
_VS Lecture @ 2pm
_Optional desk-crits by request (times tbd)
_Assignment due by 12am (uploaded to course folder using proper naming format)
_(VS3.3_Kerestes_YOURLASTNAME_01.pdf
_Upload one image to VS3 Flickr site
ASSIGNMENT
1.1 _For Thursday 2pm
_Install Maya on computer
_download Tutorials/Maya files (Course Folder-Distribution)
1.2 _For Friday 12am
_Each group will illustrate how the introduction of materiality and responsiveness affects current strand of research.
_24x36 formatted sheets.
_(document systematic properties/values used in work)
_hierarchy of line-work, curve structure, performative qualities etc.
_no photographic images, only line-work and text (color or b/w)
RESOURCES
Bonabeau, Eric/Camazine, Scott/Deneubourg, Jean-Louis/Franks, Nigel/Sneyd, James/Theraulaz,Guy.
Self-Organization in Biological Systems
Princeton, Princeton Univ. Press 2001
Spuybroek, Lars, “The Structure of Vagueness”, in TransUrbanism, editors Joke Brouwer and Arjen Mulder, (Rotterdam: V2_Publishing/NAI Publishers, 2002), pp. 64-75.
Spuybroek, Lars NOX: Machining Architecture.
New York: Thames and Hudson, 2004
AD Magazine, EMERGENCE. 2005
[Types, Style, and Phylogenesis], FOA Architects
[Morphogenesis and the Mathematics of Emergence]
[Evolutionary Computation and Artificial Life in Architecture]
Holland, John.
Hidden Order-how adaption builds complexity.
Reading, Perseus Books.
Chapters 1 and 2
PRECEDENT SOURCES
Antoni Gaudi
_Hanging Chain models (Catenary studies)
_Sagrada Familia
Frei Otto
_Physical study models (Catenary and soap bubble studies)
_Pavilion for Munich Olympics
NOX Architects
_ Physical study models (Digital catenary and thread studies)
_Paris Brain
Department of Architecture
Arch 621
Visual Studies 3
Fall 2007
Sanctuary
ASSIGNMENT #3
Instructor: James Kerestes
hcjames570@yahoo.com
Studio: Gisela Baurmann
gisela@burony.com
INTELLIGENT SYSTEMS
Building upon VS3 session two, Assignment #3 will implement another digital technique into the studio. The students will be introduced to the Maya Hair dynamics and begin applying the technique to their current studio models.
The hair dynamics in the Maya software is a vectorized system that is simulating the physical properties and relationships of natural hair. Using only the energy necessary to reach an optimal state of equilibrium within its environment, the movement of each hair seeks to find a resting point in both the micro and macro scales. Elements of emergence and top-down instruction aid in the effectiveness of the machine.
The dynamics of hair within Maya respond to the simulated properties built into the software. The physical properties of hair follow the rules of self-organization. As a self-organizing physical system, hair has the ability to respond, change, and adapt to contextual pressures while simultaneously not compromising its physical capabilities. For example, the elasticity of hair allows one strand to stretch up to 20% without damage and still retain its original form and structure. Within the confines of the possibilities and limitations of the work, students will develop a comprehensive model that responds both internally and externally to site specific constraints/pressures.
AGENDA
Through the use of Hair dynamics in Maya, students will test the responsiveness of existing studio models (structure, flows, formal investigations, programmatic layouts) against specific site (Governor’s Island) conditions.
Software: Maya, Adobe Illustrator
SCHEDULE
10.10.2007_Wednesday evening
_Distribution of Assignment 3
10.11.2007_Thursday 2pm
_Introduction to Maya/Hair Dynamics
_Basic Maya interface
_Hair tutorials
_Desk Crits/Technical Support
10.12.2007_Friday Evening
_VS Lecture @ 2pm
_Optional desk-crits by request (times tbd)
_Assignment due by 12am (uploaded to course folder using proper naming format)
_(VS3.3_Kerestes_YOURLASTNAME_01.pdf
_Upload one image to VS3 Flickr site
ASSIGNMENT
1.1 _For Thursday 2pm
_Install Maya on computer
_download Tutorials/Maya files (Course Folder-Distribution)
1.2 _For Friday 12am
_Each group will illustrate how the introduction of materiality and responsiveness affects current strand of research.
_24x36 formatted sheets.
_(document systematic properties/values used in work)
_hierarchy of line-work, curve structure, performative qualities etc.
_no photographic images, only line-work and text (color or b/w)
RESOURCES
Bonabeau, Eric/Camazine, Scott/Deneubourg, Jean-Louis/Franks, Nigel/Sneyd, James/Theraulaz,Guy.
Self-Organization in Biological Systems
Princeton, Princeton Univ. Press 2001
Spuybroek, Lars, “The Structure of Vagueness”, in TransUrbanism, editors Joke Brouwer and Arjen Mulder, (Rotterdam: V2_Publishing/NAI Publishers, 2002), pp. 64-75.
Spuybroek, Lars NOX: Machining Architecture.
New York: Thames and Hudson, 2004
AD Magazine, EMERGENCE. 2005
[Types, Style, and Phylogenesis], FOA Architects
[Morphogenesis and the Mathematics of Emergence]
[Evolutionary Computation and Artificial Life in Architecture]
Holland, John.
Hidden Order-how adaption builds complexity.
Reading, Perseus Books.
Chapters 1 and 2
PRECEDENT SOURCES
Antoni Gaudi
_Hanging Chain models (Catenary studies)
_Sagrada Familia
Frei Otto
_Physical study models (Catenary and soap bubble studies)
_Pavilion for Munich Olympics
NOX Architects
_ Physical study models (Digital catenary and thread studies)
_Paris Brain
Sunday, September 30, 2007
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