University of Oregon - Department of Architecture - ARCH 408/508 Cheng, Summer 1998

VI. Incorporating Images into Renderings


Objective: To enliven 3D modeling with scanned or appropriated images

I. Review of Student Progress

II. Rendering Components

A. Camera View

B. Lighting

C. Rendering Mode: Quality vs Time

Renderzone Quality : see Printed Manual

D. Troubleshooting Renderings

III. Integrating Images into 3D Modeling

A. Image Basics:

B. Images independent of the Model

flected Environment Maps

C. Image Map Textures


FormZ note: images stored as square, (32 x 32 pixels or 64, 128, 256, etc)

D. Displacement of Meshes

IV. Materials

A. The appearance of a surface is determined by the local color and material and how light hits it. Shaders: a collection of surface characteristics and shading techniques. Each program sorts particular characteristics. FormZ has:

B. Window vs. Project Characteristics

C. Material texture types:

TRY IT: Defining New Textures: Marbles & Bubbles

D. Mapping Projections

E. Tiling
- Tile scaling and centering

TRY IT: Image Map - Wood

  1. Open 2x10.fmz
  2. ACCESS THE STYLE: In the Surface Styles Palette double click on the active style which is outlined in black.
  3. SELECT A TYPE OF TEXTURE: In the dialogue box, under Color, choose Image Map at the bottom of the list, then choose Options.
  4. PICK THE IMAGE MAP: In the Image Map Options dialogue box, choose Load and find the maple image file, hit OK twice to exit.
  5. ACCESS THE TEXTURE MAP: From the left icon menu, choose TexMap from the 12th row and then click on the 2x10 board.
  6. ADJUST THE TEXTURE: Adjust the Wrapped TextureHorizontal & Vertical Tiling size to approximately 1'6".
  7. PREVIEW: At the lower left of the drawing, access the preview circle in a square to change to a Tiled view showing how the texture will be mapped, or a fully Rendered view.

TRY IT: Procedural Solid - Wood

  1. Duplicate the board created above.
  2. In the Surface Styles Palette, choose a style to change & double click on it.
  3. In the dialogue box, under Color, choose Wood from the second group of textures.
  4. ASSIGN THE SURFACE STYLE: From the left icon menu, choose Color from the 12th row and then click on the 2x10 board.
  5. ACCESS THE TEXTURE MAP: From the left icon menu, choose TexMap from the 12th row and then click on the 2x10 board.
  6. ADJUST THE TEXTURE: Change the Solid Texture size to approximately 1', adjust the orientation and the mapping of the texture map off of center to give a realistic look.

If time allows, map the texture onto a sphere and a cylinder.

V. Masks for Reflectivity, Transparency & Bump Maps

Alpha Channel: Grayscale or B&W stencil

Alpha Map lightness can be linked to reflectance, opacity, projection of bump.

TRY IT: Wrapped Procedural Image Map - Brick
Standard bricks have a set nominal dimension of 4" wide x 8" long x 2-2/3" high. Can you map the brick arch so that the bricks are to scale?

  1. Copy Lesson 13 from the Course Disk to your local E:\temp drive.
  2. Open brickarch.fmz
  3. In the Surface Styles Pallette, click on the purple color.
  4. Under Color, choose Brick, Textured. Adjust colors with Options
  5. Under Bump, choose Brick, Textured. Play with Options
  6. From the left icon menu, choose TexMap from the 12th row and then click on the little stepped block.
  7. Under Wrapped Textures, set Lock to None, Horizontal to 8" and Vertical to 5.667".
  8. Find the preview button to the lower right hand corner and switch to tiled and rendered.
  9. Try adjusting the xyz tile mapping of the texture map to give a realistic look.
  10. If you have more time, try mapping bricks onto the arch components. Why is the arch split in components this way?

TRY IT: Tree profiles with transparency mapping
You can add a tree to the brickarch.fmz file by mapping an image onto a polygon.

  1. ACCESS A SURFACE STYLE: In the Surface Styles Palette, double-click on the green cube.
  2. Under Color, choose Image Map and Load birch.tga . Under Repetitions, choose 1 TIme for both Horizontal & Vertical
  3. Under Transparency, examine the difference between none and Image Map.
  4. Under the Transparency Option, toggle Match Color Shader &Use Alpha Channel.
  5. ACCESS THE TEXTURE MAP: From the left icon menu, choose Texmap and click on the polygon.
  6. In the Texture Mapping dialog box, chooseCubic mapping, size of polygon 10' horizontal, 20' vertical, NONE, origin to match polygon (0, -8',0)

VI. Environmental characteristics

Background: picture pasted on the back plane

Environmental mapping: what is reflected on surfaces

Depth shading & Fog

VII. Assignment 7: Rendering with Image Maps

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edited July 7, 1998 by nywcheng