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
- Camera/Target
- Cone of Vision: Wide Angle to Telephoto
- Axonometric
- Clip Hither/Yon
B. Lighting
- Types: Distant parallel, Point, Cone, Projector,
- Placement: Balancing Key, Fill, Back
- Color
- Glow
- Cone settings
- Shadows (in Lights, Display Options, Rendering Attributes)
C. Rendering Mode: Quality vs Time
Renderzone Quality : see Printed Manual
D. Troubleshooting Renderings
- Set Image Size
- Rendering Quality Mode & Memory
- Thumbnail
- Step by step to learn factors
- Check reference images
III. Integrating Images into 3D Modeling
A. Image Basics:
- Color Depth
- Resolution: pixels per inch, Mac screen res = 72 ppi, Windows = 75 ppi
- File Formats
B. Images independent of the Model
- Underlays
- Backgrounds in Display Options > Renderzone
- Re
flected Environment Maps
C. Image Map Textures
- Texture Mapping
- Transparency Maps
- Alpha Channel (in BMP, Metafile, PICT, TIFF or Targa formats)
- Transparency Maps & Shadows
- Bump Maps
- Decals
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:
- Color (HSB)
- Reflectance (Shininess)
- Glow
- Transparency
- Rendering Time
- Refraction
- Bump
B. Window vs. Project Characteristics
C. Material texture types:
- Simple Material Attributes (no texture)
- Wrapped image maps
- Wrapped procedural shaders (algortithmic)
- Solid Procedural shaders
TRY IT: Defining New Textures: Marbles & Bubbles
D. Mapping Projections
- object: flat, cubic, cylindrical, spherical
- environmental (sperical, cubic)
E. Tiling
- Tile scaling and centering
TRY IT: Image Map - Wood
- Open 2x10.fmz
- ACCESS THE STYLE: In the Surface Styles Palette double click on the active style which is outlined in black.
- SELECT A TYPE OF TEXTURE: In the dialogue box, under Color, choose Image Map at the bottom of the list, then choose Options.
- PICK THE IMAGE MAP: In the Image Map Options dialogue box, choose Load and find the maple image file, hit OK twice to exit.
- ACCESS THE TEXTURE MAP: From the left icon menu, choose TexMap from the 12th row and then click on the 2x10 board.
- ADJUST THE TEXTURE: Adjust the Wrapped TextureHorizontal & Vertical Tiling size to approximately 1'6".
- 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
- Duplicate the board created above.
- In the Surface Styles Palette, choose a style to change & double click on it.
- In the dialogue box, under Color, choose Wood from the second group of textures.
- ASSIGN THE SURFACE STYLE: From the left icon menu, choose Color from the 12th row and then click on the 2x10 board.
- ACCESS THE TEXTURE MAP: From the left icon menu, choose TexMap from the 12th row and then click on the 2x10 board.
- 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?
- Copy Lesson 13 from the Course Disk to your local E:\temp drive.
- Open brickarch.fmz
- In the Surface Styles Pallette, click on the purple color.
- Under Color, choose Brick, Textured. Adjust colors with Options
- Under Bump, choose Brick, Textured. Play with Options
- From the left icon menu, choose TexMap from the 12th row and then click on the little stepped block.
- Under Wrapped Textures, set Lock to None, Horizontal to 8" and Vertical to 5.667".
- Find the preview button to the lower right hand corner and switch to tiled and rendered.
- Try adjusting the xyz tile mapping of the texture map to give a realistic look.
- 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.
- ACCESS A SURFACE STYLE: In the Surface Styles Palette, double-click on the green cube.
- Under Color, choose Image Map and Load birch.tga . Under Repetitions, choose 1 TIme for both Horizontal & Vertical
- Under Transparency, examine the difference between none and Image Map.
- Under the Transparency Option, toggle Match Color Shader &Use Alpha Channel.
- ACCESS THE TEXTURE MAP: From the left icon menu, choose Texmap and click on the polygon.
- 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
edited July 7, 1998 by
nywcheng