MM Reviewer 4 & 5 PDF
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This document discusses materials and texturing in 3D modeling. It covers shading, textures, and volume shaders, providing detailed explanations and examples.
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LESSON 5 MATERIALS AND TEXTURING MATERIALS - Controls and define the appearance and substance of mesh such as its: Color SHADING WORKSPACE - has a Shader Editor...
LESSON 5 MATERIALS AND TEXTURING MATERIALS - Controls and define the appearance and substance of mesh such as its: Color SHADING WORKSPACE - has a Shader Editor Texture and a 3D Viewport to interactively preview how Reflection to Light the material interacts with objects and lights in the scene It is a data block that can be Assigned to more that one 3D objects Different materials on one 3D object. Bidirectional Scattering Distribution Function (BSDF)- It defines how light is reflected and refracted at a surface. Materials consist of three shaders: Surface Shader - controls the textures and light -These provide a different view of the same interaction at the surface of the mesh. shader nodes and material settings Reflection- BSDFs reflect an incoming ray on the same side of the surface. Transmission - BSDFs transmit an TEXTURE PAINT WORKSPACE – It have two incoming ray through the surface, views the UV Editor; provide the 2D form of the leaving on the other side. mesh, and texture paint mode, to working space Refraction - BSDFs are a type of to paint the 3D mesh. Transmission, transmitting an incoming ray and changing its direction as it exits on the other side of the surface. On the Principled BSDF, Refraction can be adjusted thru IOR by default its 1.45 Volume Shader - It defines the interior of the mesh. On most cases, only volume shader is utilized to create fire and smokes or combined with surface to create a halo texture. Principled Volume is a physically-based volume UV EDITING WORKSPACE- is used to create a shader that can be used to create a wide range more controlled UVW Mapping by adding seam of volume materials. and rearranging it to lessen the overlapping UVs Volume Absorption- Absorb part of the light as it passes through the volume. Volume Scattering - Lets light scatter in other directions as it hits particles in the volume. Emission - Emit lights from the volume. Displacement - The altering the shape of Emission - A node used to add Lambertian surface and volume. Makes the mesh more emission shader. detailed. Procedural, Paint, and Baked Texture Glass BSDF- Glass-like shader; mixing refraction are also considered displacement. and reflection at grazing angles. Bump Mapping - A virtual altering the Glossy BSDF- A node used to add reflection with shading but not the mesh. microfacet distribution, used for materials such Displacement - Most accurate but as metal or mirrors. memory intensive displacement method for it required a finely Hair BSDF- Add shading for hair subdivided mesh. Holdout - Used to create a “hole” in the image Mixed - Use actual displacement for the with zero alpha transparency, which is useful for bigger displacement and bump for the compositing finer details. Mix Shader Node and Add Shader Node - Partly the same outcome but Mix shader can assign Shader Nodes - are the input needs to produce the dominant shade between the two using a material, by default we have Principled BSDF. FAC. TYPES OF RENDER ENGINE Principled BSDF- Coined as “Uber” Shader. Combines multiple layers into a single easy to Workbench use node. -Known as Blender Render -Use on rendering during modeling and Principled Hair BSDF - Easy-to-use shader for test animation process rendering hair and fur. -Not recommended for final rendering Principled Volume- Combines all volume shading components into a single easy to use Cycles node. -The oldest and most used of the three internal Refraction BSDF- Node that is used to add -Blender engines. glossy refraction with sharp or microfacet -Produce a higher the quality of scene. distribution, used for materials that transmit Eevee light. - Currently the default render engine. Specular BSDF- Another nodes that combines - Short for Extra Easy Virtual multiple layers into a single easy to use node. Environment Engine. -Fastest rendering power. Subsurface Scattering - An illusion of adding subsurface multiple scattering, for materials Anisotropic BSDF - Add a glossy reflection, with such as skin, wax, marble, milk and others. separate control over U and V direction roughness. Toon BSDF - Create Diffuse and Glossy materials with cartoon light effects. Diffuse BSDF - Add Lambertian Reflection (lower roughness: standard is 0.0) and Oren-Near Transparent BSDF - Add transparency without Reflection (activate thru higher roughness refraction, passing straight through the surface, value). as if there were no geometry there. Translucent BSDF - Add Lambertian diffuse transmission. Velvet BSDF - Add reflection to materials such as cloth. Volume Absorption- Allows light to be absorbed as it passes through the volume. Volume Scattering - Allows light to be scattered as it passes through the volume. 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 affect the object.” TYPES OF TEXTURE PROCEDURAL Use of nodes to manipulated by defining it mathematically. Shader Editor is your workspace. Doesn’t depended to image. Resolution Independent BITMAP Image Texture or Texture Painting Required UV Mapping Achieve very realistic materials quickly. Texture file can be in JPEG, PNG, TGA LESSON 4 CURVE Toggle Cyclic - This toggle between an open curve and closed curve (Cyclic). Only curves with Bézier Curve with straight line segments at least one selected control point will be SPLINE - Splines are a substructure of curves closed/open and are the individual elements that make curve Set Spline Type - converts splines in a curve objects. A curve object can be composed of object between Bézier, NURBS, and Poly curves. several different splines, just like mesh objects can have different discontinuous meshes under Decimate Curve - The Decimate Curve operator the same object. reduces the number of control points while trying to maintain the curves original shape. TYPES OF SPLINES Control Points - This will help you in editing and POLY SPLINE - are the simplest spline managing the control points. This include type as they do not interpolate the extruding, creating segments, tilting and shape of the curve between control smoothing curves. points. BEZIER - The main elements used in Segments editing Bézier curves are the control Subdivide - Curve subdivision simply points and handles. A segment (the subdivides all selected segments by actual curve) is found between two adding one or more control points control points. The handles define the between the selected segments. curvature of the segment. Switch Direction- This tool will “reverse” the direction of any curve with at least one selected element. NURBS - non-uniform rational B-spline is a mathematical form which is used in computer PROPERTIES OF SHAPE PANEL graphics for 3D generating and representing Resolution Preview/Render U - The resolution curves and surfaces. property defines the number of points that are NURBS Primitives computed between every pair of control points. NURBS Circle Twist Method - A 3D curve has control points NURBS Path that are not located on the curve’s local XY EDITING SPLINE AND CURVES plane. Transform Tool - A Bézier curve can be edited by Smooth - Interactively removes twists from the transforming the locations of both control curve. points and handles. NURBS curve on the other Fill Mode - determines the way a curve is hand have only control points. displayed when it is beveled Radius Tool - The Radius allows you to directly Fill Deformed - Fills the curve after applying all control the width of the extrusion along the modification that might deform the curve “spinal” curve. The Radius of the points is set using the Radius transform tool. Radius - Causes the deformed object to be scaled by the set curve radius. Stretch - The Stretch curve option allows you to let the mesh object stretch, or squeeze, over the entire curve. Bounds Clamp - the object and mesh offset along the deformation axis is ignored. This can be useful with the Stretch option or when using a negative axis. Offset - Moves the extrusion parallel to the curve normals. Extrude - Turns a one-dimensional curve into a two-dimensional curve by giving it height. With a scale. Taper Object - Tapering a curve causes it to get thinner towards one end. Editing the handles and control points of the Taper Object will cause the original Object to change shape.