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Showing posts with the label 3dartist

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

Error Message: You Must Have Valid Objects Selected

When we get this error message, make sure "view" is selected in the render settings window. Also, make sure it is VRay and "Bucket" for type is selected. Forum Post: https://forums.autodesk.com/t5/3ds-max-forum/you-must-have-a-valid-object-selected/td-p/6242993

What is the Ribbon?

The ribbon interface takes the form of a highly customizable, context-sensitive toolbar containing these tabs: Modeling, Freeform, Selection, Object Paint, and Populate . Each tab comprises a number of panels and tools whose availability can depend on the context. SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-F2C0C6D6-968E-40F1-9474-5A7FC44FBC06-htm.html (This is from the default interface) Modeling Freeform Selection Object Paint Populate

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

Surface Normals

an object such as a line, ray, or vector that is perpendicular to a given object.  SOURCE: https://www.yourdictionary.com/tessellation#computer Normal Maps in Cideo Games Most texture maps for assets in video games have bitmaps and normal maps. The normal map has a low poly count and is essentiallt a flat 2d image that sharpens an object with highlights.  Image Source: https://blog.teamtreehouse.com/understanding-normal-maps SOURCE: https://blog.teamtreehouse.com/understanding-normal-maps

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.

Global Illumination - Definition

A system that models how light is bounced off of surfaces onto other surfaces (indirect light) rather than being limited to just the light that hits a surface directly from a light source (direct light). SOURCE: https://en.wikipedia.org/wiki/Global_illumination

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

Metal Shader

Realistic-looking metallic surfaces and a variety of organic-looking materials. Metal shading has a distinct curve for specular highlights. Metal surfaces also have glancing highlights. Metal materials calculate their own specular color, which can vary between the material's diffuse color and the color of the light. You can't set a metal material's specular color. SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

Multi-Layer Shader

A set of two specular highlight controls. The highlights are layered, letting you create complex highlights that are good for highly polished surfaces, special effects, and so on. The Multi-Layer shader is similar to the Anisotropic shader, SOURCE: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C047BBE5-4095-4C39-99EF-C3488D6AC05-1983.htm,topicNumber=d28e385387

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/

Specular Reflections

a type of surface reflectance often described as a mirror-like reflection of light from the surface. In specular reflection, the incident light is reflected into a single outgoing direction. SOURCE: https://www.azooptics.com/Article.aspx?ArticleID=822

What is Ambient?

before Global Illumination, ambient was a shortcut to give a little extra to the brightness of objects in the shadow areas, mimicking fill light. It applies itself uniformly over the entire surface, so if you have an ambient color to your material, or have an ambient light in your scene, you will never be able to achieve pure black in your render. General rule is to stay away from ambient light