Friday, November 30, 2007

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

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