8/19/2019 3D Animation - Chapter 6
1/21
CDM303
SCHOOL OF MULTIMEDIA
FACULTY OF ART & DESIGN
PREPARED BY:SARAIZA BT KHAIRUL IKRAM
CHAPTER 6
SHADING AND SURFACECHARACTERISTICS
3D ANIMATION
8/19/2019 3D Animation - Chapter 6
2/21
Slide 2 of !
TOPIC OUTLINE
6.1 Surface Shading Techniques.
6.2 Image Mapping.
6.3 Surface Reectivity, Teture ! Transparency.
8/19/2019 3D Animation - Chapter 6
3/21
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#$f%&e S'%di() Te&'(i*#e+"
8/19/2019 3D Animation - Chapter 6
4/21
Slide , of !
Manipulating Color
When working with color images, we need to have a good understanding of their different
components so that we can manipulate them as necessary.
Hue
Hue is basically the color of pixels within an image. When working with different images thatyou want to blend together seamlessly, adusting the hues of the images can be a good way of
getting them to mix.
Saturation
!he saturation of an image is the amount of color that each pixel contains and the intensity of
that color. "f you remove all the saturation from an image, it becomes grayscale.
6" S#$f%&e S'%di() Te&'(i*#e+"
8/19/2019 3D Animation - Chapter 6
5/21
Slide - of !
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+"
8/19/2019 3D Animation - Chapter 6
6/21
Slide 6 of !
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()"
8/19/2019 3D Animation - Chapter 6
7/21Slide ! of !
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()"
8/19/2019 3D Animation - Chapter 6
8/21Slide of !
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()"
8/19/2019 3D Animation - Chapter 6
9/21Slide 1 of !
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()"
8/19/2019 3D Animation - Chapter 6
10/21Slide 0 of !
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()"
8/19/2019 3D Animation - Chapter 6
11/21Slide of !
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
8/19/2019 3D Animation - Chapter 6
12/21Slide 2 of !
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#$e 7 T$%(+/%$e(&4
8/19/2019 3D Animation - Chapter 6
13/21Slide 3 of !
Specularity
(pecularity is the reflection of any light sources that are illuminating the
obect, and is actually a shortened term, the full term being specular
reflection. If we were to zoom in really closely on a highlight on a surface,
we would find that the highlight is in fact simply a pure reflection of a local
light source.
6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4
8/19/2019 3D Animation - Chapter 6
14/21Slide , of !
Glossiness
lossiness is a specular highlight caused by the reflection of light. !he
rougher a surface is, the more diffused the specular highlight becomes. !he
more diffuse the specular highlight is, the less 5glossy6 the surface
appears.!herefore, smoother surfaces appear more 5glossy6 than rough
surfaces.
6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4
8/19/2019 3D Animation - Chapter 6
15/21
Slide - of !
eflection
What reflection does is define what areas of your surface are reflective and
how reflective those areas are. (o by placing images, gradients, or
procedural textures into your reflection surface attribute, you control how
reflective the surface is and if that reflectivity is constant or varied across thesurface.
6"3 S#$f%&e Refle&ii45 Te#$e 7 T$%(+/%$e(&4
8/19/2019 3D Animation - Chapter 6
16/21
Slide 6 of !
CLIC! H"" #$ %$& L'B 'C(I)I(%*
G$$D L&C!
'+D
(% %$& B"S(
LAB ACTI8IT9
8/19/2019 3D Animation - Chapter 6
17/21
Slide ! of !
ACTI8ITIES
LIGH(,')" P'( -
8/19/2019 3D Animation - Chapter 6
18/21
Slide of !
NE:T SESSION PRE8IE;
"n the next class we are going to learn
8/19/2019 3D Animation - Chapter 6
19/21
Slide 1 of !
LIST OF REFERENCES
7. 'an 2blan, "nside $ightwave 8, ew 9iders, :;;8
:. 2rnold allardo, 4' $ighting, Charles 9iver ictor ?erlow, !he 2rt of 4)' Computer 2nimation and
"maging
8/19/2019 3D Animation - Chapter 6
20/21
Slide 20 of !
APPENDI:
E d f lid h li ! " i"
8/19/2019 3D Animation - Chapter 6
21/21
Slide 2 of !
End of slide show, li! "o e#i"$