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Showing posts with the label 3d 3dmodeling

Glow - Photoshop

Glow Layer Selection with feather, paint fill bucket - yellow Blend Mode: Soft Light Select with magic wand tool the layer of the tables, chairs, dinnerware and inverse the selection, and mask selection with layer below

Material - Eyedropper Tool

Using the eyedropper tool to select objects in scene to get material

3D Map Projection - One Instance of Image

When dragging image onto plane for image reference, we usually see more than one image projected on plane You must apply a UVW Map Modifier into your object Under the UVW Map Modifier, un-check Real-World Map Size to Project one instance of image will work

Retrieving Layer Toolbar

Right-click any toolbar and select and "layer" select "layer explorer" (icon at the left)

What is Caustics?

-effects of the light cast onto objects -reflection off or refraction of -using the photon mapping technique Image Source: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-174FC56F-A781-4D0A-98D7-790D436E98AE-htm.html SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-174FC56F-A781-4D0A-98D7-790D436E98AE-htm.html

tessellation

the method used to represent 3D objects as a collection of triangles not used in 2d The more the triangles, the more realistic the render will be Tessellation is not used in 2d graphics What is the importance of tessellation? https://www.gamersnexus.net/guides/1936-what-is-tessellation-game-graphics Tessellation is a way of doubling [the triangles] on the graphics hardware – so what was two triangles becomes four, what was eight becomes sixteen, and so on. When we do that, that allows us to do things like displacement or smoothing and  increase the apparent detail . This not only makes the surface look higher resolution, [but also adds] bumps and hills and valleys that weren't there before. You get a much higher fidelity surface.” -Alan Willard "Epic biases displacement in tessellation based on camera distance. A small object far away doesn't need to spend performance for [tessellation]. Think of a wall as a flat surface. You can do a l...

Goraud, Phong, and Flat Shading

SOURCE: https://www.yourdictionary.com/gouraud-shading A strategy of simulating the effec5s of light and color across an object in 3d modelling Henri Gorsud developed the term in the 1970s. Color and illumination at the corners of every rectangle. -Simplest method and renders objects faster than phong shading.

Phong Shading

interpolation technique for surface shading  It interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model. SOURCE: https://en.wikipedia.org/wiki/Phong_shading

Phong Shader

Phong shading smoothes the edges between faces and renders highlights realistically for shiny, regular surfaces. This shader interpolates intensities across a face based on the averaged face normals of adjacent faces. It calculates the normal for every pixel of the face. SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Lighting-Shading/files/GUID-7C791BBC-B27F-4BD2-821D-D7DBEA9E7CC9-htm.html

What is the difference between Specular and Diffuse Reflections?

SOURCE: https://www.oceaninsight.com/sampling-accessories-for-reflection/specular-reflection/