🎧 New: AI-Generated Podcasts Turn your study notes into engaging audio conversations. Learn more

Lesson7MATERIALS AND TEXTURING Part 1.pdf

Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...

Document Details

RenownedSavannah

Uploaded by RenownedSavannah

Tags

3d modeling blender materials computer graphics

Full Transcript

HOW DOES IT WORKS? The rendered image is a projection of scene on the viewing plane. The entire process of rendering is just like capturing image or video using your smartphone, it response according to the location of camera and direction and amount of light. The camera and lamp works as it actual...

HOW DOES IT WORKS? The rendered image is a projection of scene on the viewing plane. The entire process of rendering is just like capturing image or video using your smartphone, it response according to the location of camera and direction and amount of light. The camera and lamp works as it actual does. The materials is responsible on how a mesh and its texture will react to the amount of light coming from the lamp. THE WORKSPACE SHADING WORKSPACE 3D Viewport The default SHADING WORKSPACE has a Shader Editor and a 3D Viewport to interactively preview how the material interacts with objects and lights in the Shader Editor scene THE WORKSPACE SHADING WORKSPACE In Blender we can create material using the following: 2. Material Properties These provide a different view of the same shader nodes and material settings 1. Shader Editor THE WORKSPACE TEXTURE PAINT Meanwhile, for texturing we can use the default Texture Paint Workspace. It have two views the UV Editor; provide the 2D form of the mesh, 2. Texture 1. UV Editor and texture paint Paint Mode mode, to working space to paint the 3D mesh. THE WORKSPACE The default UV Editing workspace is UV EDITING used to create a more controlled UVW Mapping by adding seam and rearranging it to lessen the overlapping UVs This have two views: UV Editor; to arrange and reposition the 2D form of your mesh 1. UV Editor 2. Edit Mode and the Edit Mode, where you work on added mark seams. MATERIALS WHAT IS MATERIALS? Controls and define the appearance and substance of mesh such as its: ▪ Color ▪ Texture ▪ Reflection to Light It is a data blocks that can be: ▪ Assigned to more that one 3D objects ▪ Different materials on one 3D object. MATERIALS MATERIAL OUTPUTS Materials consist of three shaders: 1. defining the appearance of the surface, 2. the volume inside the object, and 3. the displacement of the surface. Illustration of Different Material Output MATERIALS Bidirectional Scattering Distribution Function (BSDF) MATERIAL OUTPUTS It defines how light is reflected and refracted at a surface. It can imitate glass, metal or just any opaque Surface Shader object. The surface shader controls the textures and light interaction at the surface of the mesh. Common Terminology we can encounter when MATERIALS working Surface Shader. MATERIAL OUTPUTS ▪ Reflection BSDFs reflect an incoming ray on the same side of the surface. Surface Shader ▪ Transmission BSDFs transmit an incoming ray through the surface, The surface shader controls the leaving on the other side. textures and light interaction at the surface of the mesh. ▪ Refraction BSDFs are a type of Transmission, transmitting an incoming ray and changing its direction as it exit on the other side of the surface. On the Principled BSDF, Refraction can be adjust thru IOR by default its 1.45 MATERIALS Principled Volume is a physically-based MATERIAL OUTPUTS volume shader that can be used to create a wide range of volume materials. It supports: 1. Absorption, 2. Scattering, and 3. Emission. Volume Shader It defines the interior of the mesh. On most cases, only volume shader is utilize to create fire and smokes or combined with surface to create a halo texture. MATERIALS MATERIAL OUTPUTS Common Terminology we can encounter when working Volume Shader. ▪ Volume Absorption Volume Shader Absorb part of the light as it passes through the volume. Use to shade smoke, halo glass, or a mixed to scatter node. It defines the interior of the mesh. On most cases, ▪ Volume Scatter only volume shader is Lets light scatter in other directions as it hits particles in the volume. The anisotropy defines in which direction the light is utilize to create fire and more likely to scatter. smokes or combined with surface to create a halo ▪ Emission texture. Emit lights from the volume. It can be a virtual or real displacement. MATERIALS MATERIAL OUTPUTS To create displacement connect any displacement nodes to displacement output. Procedural, Paint, and Baked Texture are Displacement also considered displacement. The altering the shape of surface and volume. Makes There are 3 methods in displacement: the the mesh more detailed. bump mapping, displacement and mixed. DISPLACEMENT METHODS MATERIALS MATERIAL OUTPUTS Bump Mapping ▪ A virtual altering the shading but not the mesh. ▪ Least accurate but memory efficient. ▪ Often used to add smaller details on a Displacement. model. The altering the shape of surface and volume. Makes Displacement the mesh more detailed. ▪ Most accurate but memory intensive displacement method for it required a finely subdivided mesh. ▪ Apply actual displacement to the mesh DISPLACEMENT METHODS MATERIALS MATERIAL OUTPUTS Displacement Baked Displacement Maps, is one of the best result to achieve with image. Mixed Displacement. ▪ Use actual displacement for the bigger The altering the shape of displacement and bump for the finer surface and volume. Makes details. the mesh more detailed. ▪ Can provide a good balance to reduce memory usage. MATERIALS HOW CAN I ASSIGNED MATERIALS Material Slots link the material and mesh. Here Material are the basic way to add material: Panel. 1. Switch to Modeling workspace or at least in Display the Edit Mode. object type, material name, 2. On the sidebar, look for material and list of properties. materials. ▪ Principle BSDF is the default shader but you might select other shader the compliment to your desired material. 3. Select either part(s) or the entire 3D model. Then click the assign button below the Material Panel. MATERIALS HOW CAN I MANIPULATE MATERIAL. On Shader Editor, we can create a more complicated materials. It can be done by adding use Note: Principled Hair nodes such as shader, BSDF only appears texture and vector. when the render engine is Cycles. MATERIALS HOW TO CREATE NEW MATERIAL By default, objects only have a single material slot. To add new material here are the simply steps: ▪ Click the plus (+) sign on the Material list to create a new material slot. ▪ The click the NEW button. Select Material Slot and Click Minus (-) to remove the slot. MATERIALS HOW TO CREATE NEW MATERIAL To add new material on Shader Editor, you need to click the caret beside the Slot. Then same process will be applied. MATERIALS TYPE OF RENDER ENGINE SHADER NODES ▪ Workbench Known as Blender Render Shader Nodes are the input Use on rendering during modeling and test needs to produce a materials, animation process by default we have Principled Not recommended for final rendering BSDF. ▪ Cycles The oldest and most used of the three internal The available shader varies Blender engines. Produce a higher the quality of scene. depend on the selected Render Engine. ▪ Eevee Currently the default render engine. Short for Extra Easy Virtual Environment Engine. Fastest rendering power. MATERIALS SHADER NODES Anisotropic BSDF ▪ Add a glossy reflection, with separate control over U and V direction roughness. ▪ An active UV Map is needed to a more precise output rather automatically generated using a sphere based mapping. ▪ This shader is only available using Cycle Render Engine. Sample Output MATERIALS SHADER NODES Diffuse BSDF ▪ Add Lambertian Reflection (lower roughness: standard is 0.0) and Oren-Near Reflection (activate thru higher roughness value). ▪ This shader is available using Cycles and Eevee Render Engine. Sample Output MATERIALS SHADER NODES Emission ▪ A node used to add Lambertian emission shader. ▪ It can apply to material, as surface to create a glowing object or volume to emits light reflection to the surface, and light surface outputs. Sample Output MATERIALS SHADER NODES Glass BSDF ▪ Glass-like shader; mixing refraction and reflection at grazing angles. ▪ Use pure white color to have a transparent output. ▪ This shader is available using Cycles and Eevee Render Engine. Sample Output MATERIALS SHADER NODES Glossy BSDF ▪ A node used to add reflection with microfacet distribution, used for materials such as metal or mirrors ▪ This shader is available using Cycles and Eevee Render Engine. Sample Output MATERIALS SHADER NODES Glossy BSDF vs Glass BSDF Using a pure white color for both shader nodes create a transparent output. If you intended to create it using Principled BSDF, change the transmission to 1.0 and check the IOR by it is 1.450 is the default where in y Sample Output MATERIALS SHADER NODES Hair BSDF ▪ Add shading for hair Sample Output MATERIALS SHADER NODES Holdout ▪ Used to create a “hole” in the image with zero alpha transparency, which is useful for compositing. ▪ The shader is noticeable if you place it above another mesh. Note: 1.Enable the transparency on Properties -> Film to active alpha channel. Sample Output Mix Shader Node and Add Shader Node MATERIALS ▪ Partly the same outcome but Mix shader can assign the dominant shade between the two using FAC. SHADER NODES Sample Output MATERIALS SHADER NODES Principled BSDF ▪ Coined as “Uber” Shader. ▪ Combines multiple layers into a single easy to use node. ▪ Based on Disney principled model also known as the “PBR” shader, make it compatible to other known software such as Pixar Renderman, Unreal Engine and Substance Painter. MATERIALS SHADER NODES Principled Hair BSDF ▪ Easy-to-use shader for rendering hair and fur. ▪ The shader allows for this by specifying two values, Random Color and Random Roughness. ▪ This shader is only available using Cycle Render Engine. MATERIALS SHADER NODES Principled Volume ▪ Combines all volume shading components into a single easy to use node. MATERIALS SHADER NODES Refraction BSDF ▪ Node that is used to add glossy refraction with sharp or microfacet distribution, used for materials that transmit light. ▪ Used as a building blocks and not use as it own. Sample Output MATERIALS SHADER NODES Specular BSDF ▪ Another nodes that combines multiple layers into a single easy to use node. ▪ The specular workflow functions by specifying the facing reflection color. ▪ The result may not be physically plausible because there is no energy conservation. ▪ This shader node’s only available on Eevee Render Engine. MATERIALS SHADER NODES Subsurface Scattering ▪ An illusion of adding subsurface multiple scattering, for materials such as skin, wax, marble, milk and others. ▪ This is done by adjusting the scale. Sample Output MATERIALS SHADER NODES Toon BSDF ▪ Create Diffuse and Glossy materials with cartoon light effects. Transparent BSDF ▪ Add transparency without refraction, passing straight through the surface, as if there were no geometry there. Translucent BSDF ▪ Add Lambertian diffuse transmission. Sample Output MATERIALS SHADER NODES Velvet BSDF ▪ Add reflection to materials such as cloth. ▪ Just like refraction it also used as a building blocks and not use as it own. Sample Output MATERIALS SHADER NODES Volume Absorption ▪ Allows light to be absorbed as it passes through the volume. ▪ Typical usage for this node would be water and colored glass. Sample Output MATERIALS SHADER NODES Volume Scattering ▪ Allows light to be scattered as it passes through the volume. ▪ Typical usage would be to add fog to a scene. Sample Output TEXTURE WHAT IS TEXTURE? A texture is flat image that applied to a 3D meshes or models to give color and more details. The process of applying texture is called Texturing. Texture artist are person who usually responsible on texturing and adding materials to 3D Object. TEXTURE WHAT IS TEXTURE? Texture is the base color of your materials. To understand texturing you must know first the process of adding materials to the object. “Texture affect the surface of the object while the materials affects the object.” TEXTURE WHAT IS TEXTURE? In Blender, we have a some predefined texture. On Shader Editor, just add texture node and connect it to base color. For a customized texture, use a UV Texture, this process is called UV Mapping TEXTURE TYPE OF TEXTURE PROCEDURAL ▪ Image Texture or Texture Painting ▪ Use of nodes to manipulated a ▪ Required UV Mapping by defining it mathematically. ▪ Achieve very realistic materials ▪ Shader Editor is your quickly. workspace. ▪ Texture file can be in JPEG, PNG, ▪ Doesn’t depended to image. TGA ▪ Resolution Independent BITMAP

Use Quizgecko on...
Browser
Browser