X3D Spring’12 Class 4A

To change color of Ambient Occlusion, find mib_amb_occlusion1 node attached to the shader in Hypershade; then toggle through Output Mode presets.

www.gerhard-mantz.de

 

- Show manipulator tool (located on the left-hand side of your Maya window amongst Move, Scale, and Rotate tools) allows additional control of lights/cameras by adding a ‘manipulator’ so that you can control both where the light/camera is located as well as the location/direction it is looking at/pointing toward.

- Reflection/shadow/refraction controls are found in shader attributes, light attributes, and render settings. All three should be taken in to consideration. Note particularly Raytrace settings in your shader as well as under the Quality tab in your Render Settings, where you will also find your Sample levels for your render. Higher sample rate = smoother.

- Google is your friend.

 

Depth of Field

Hierarchy, object, component modes.

Window menu to access Outliner. Select camera and change relationships between discreet objects.

- Camera’s attribute editor/channel box allows you to change focal length,  focus distancefocal length, and depth of field.

 

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X3D Spring’12 Class 3B

Create Polygon Tool under Mesh menu. Click to “draw” silhouette and then press enter to close shape. Interactive Split tool under Edit Mesh menu to divide faces.

- Press y to return to last tool.

- Press x to snap to grid

 

Maya interface 3

Object mode, component mode, & hierarchy mode shortcuts.

- To delete one side of a cube; make a cube, select component mode, select faces mode shortcut, select a face, and press delete. Alternatively, once in component mode, right-click over object and select faces mode.

- Adjust overscan under camera attribute editor if you can not see your entire film gate.

- Make note of shelves.

Bookmark shortcut. Return to bookmarks under view menu in viewpoint.

Render Settings to adjust image size, resolution, aspect ratio, render directories, which camera to render, file names, rendering algorithms, motion blur, render formats, etc.

 

Extruding and smoothing

- Select Polygons mode, then select Extrude shortcut or find under Edit Mesh menu. Extrusions can be manipulated by position, scale, rotate.

Edges can also be extruded to “fill holes” over deleted sections/components/faces. To close “holes” or bridge gaps to create seamless forms/objects, select Merge under Edit Mesh.

- To smooth, select polygons mode, then select smoothing shortcut to multiply number of divisions, resulting in more organic forms.

- Items/functions/tools have option boxes, where properties/attributes/parameters can be edited/specified.

 

Lights

- Shortcuts for lights under Rendering shelf. Select a light, then select show manipulator shortcut/icon from tools on the left-hand side. Manipulator does not render and can be moved around and used to show where light is pointing to.

Attribute editor of any given light controls its color, cone angle, shadow, shadow color, drop off, etc. Different lights have varying attributes.

- A camera’s attribute editor also allows you to change environment/background color.

 

Hypershade

Hypershade is under Window menu, Rendering Editors sub-menu. This is where you can create/edit textures. A texture’s attribute editor allows you to change it’s color, brightness, transparency, etc. After making a texture, you can drag and drop it on top of objects to apply it, or you can select the object, and then right-click over the texture and select Assign material to selection.

 

Homework

More renderings, now using your own lighting.

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X3D Spring’12 Class 3A

Notes / even more Maya Interface

- Setting project directory; remember to do this before you begin complex projects.

- Smooth shading vs. wireframe.

- Smoothing increases divisions in polygonal geometry. More divisions produce the illusion of curvature.

- Object mode, component mode, & hierarchy mode shortcuts.

- To delete one side of a cube; make a cube, select component mode, select faces mode shortcut, select a face, and press delete. Alternatively, once in component mode, right-click over object and select faces mode.

- Adjust overscan under camera attribute editor if you can not see your entire film gate.

- Render Settings to adjust image size, resolution, aspect ratio, render directories, which camera to render, file names, rendering algorithms, motion blur, render formats, etc.

 

Paint Effects

- Paint Effects brushes will not work with mental ray rendering unless you convert them to polygons or nurbs under Modify>Convert>Paint Effects to Polygons or Paint Effects to Nurbs.

- Shadows may need to be switched on independently by switching on Raytrace Shadows in your Render Settings. Also, you may need to edit the stroke that controls the object(s) derived from Paint Effects. This can be found through the Outliner.

- To map jpeg around geometry, first make a shader in your Hypershade. Then, in its attributes, select the file icon next to the color attribute.

- Paint Effects have Flow Animation attributes. This recalls preset points in a growth animation.

- Final Gather in Render Settings>Indirect Lighting makes light bounce off of geometries so that they act as secondary light sources. This will also increase amount of ambient light and shadows.

- Shortcuts: 4 – wireframe, 5 – smoothshade, 6 – file texture, 7 – crude lighting

 

Mental Ray

- If your Mental Ray is not available under render presets, go to Plug-in Manager under Window menu and make sure mayatomr bundle is set to load properly. Then set rendering algorithm to Mental Ray under Render Settings.

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X3D Spring’12 Class 2A

- Bauhaus Basic Course

 

Maya Interface

- Create/Save Project & set parameters in Project Window (Digital Hygiene)

- Set amount of undo’s (suggestion: infinite)

- Make scene. Save scene. (Should default to subdir you made while creating project.

- SAVE. SAVE. SAVE. Save lots of scenes. Save variations of scenes. Command+S

- Navigate “3d-ness” by using space bar to toggle b/t cameras/viewfinders & Alt+left click. Alt+right click to zoom.

- Tab b/t shelves. Also under Create. Fool around w/ some Polygon varieties. (Make note of interactive creation option.)

- Take note of camera shortcut locations.

- Move, Rotate, Scale tools.

- Render & Render Settings to define dimensions etc.

- Select an object. Channel box is on the right hand side by default, where object attributes can be viewed/changed. Layers box is below.

- Preferences; Settings; Set time to 30fps & Save.

- Resolution gate and setting viewfinder, 5 pt. perspective.

- Smooth shading vs. wireframe.

- Camera attributes icon. Sets attributes for camera; focal length, clip plane, etc. Overscan under display options changes relative scale of viewfinder.

- w for translation tool (movement between x, y, z)

- e for rotate

- r for scale

- q to clear cursor tool

- General tab for mouse button settings/customization.

- Bookmarks shortcut. Click on view to view/toggle b/t them.

- Shortcuts; 4 for wire-frame. 5 for smooth shade. 6 & 7 for toggling b/t crude lighting. 8 for painting tool.

- tabs for channel box & attribute editor at the right of Maya window (new feature)

- Access channel box w/ icons on top-right corner of Maya window. Also found under windows drop-down menu.

- Layers; click on object, then adding object to layer.You can also make an empty layer made with Create New Layer and then add object(s) to said layer by selecting object(s), right-click over a layer and then selecting Add Selected Objects. Double-click on layer to edit layer settings & change color etc. Remove Selected Objects removes objects from selected layers.

- Left click in window/view to select which one to render.

- Layers can be made into templates and references.

- In your render window, you can adjust/lower test resolution to give yourself a sense or preview of what the renders will look like while using fewer system resources and speeding things up / making your life-in-maya easier overall so that you can spend less time waiting for renders and more time making things to render.

- Render Settings>Quality>Multi-Pixel Filtering for various sampling rates using Ambient Occlusion.

 

- Lynda

- Ambient Occlusion Render

 

Sketchup & google warehouse

- Export to .obj format from Sketchup for use in Maya.

- File>Import to bring .obj files into Maya

- In, Maya, go to Window>Settings>Preferences>Plug-in Manager to make sure .obj export bundle is correctly loaded. Then under File menu, select Import Option Box and select .obj as import file type. Then specify import as Single Object.

- To center object pivot point, Modify>Center Pivot.

 

Homework Assignment

Using the same technical skills demonstrated in class, create three of your own compositions inspired by the Bauhaus concept of oppositions, keeping in consideration ideas of “Point,” “Line,” “Plane” and “Volume”. Use Maya in such a way that you exploit its qualities as a medium, meaning that it is a hybrid between photography, sculpture and painting. Render them using Ambient Occlusion. Save as .jpeg and bring to class for a formal critique.

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Lynda

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Virtual Installation Spring 2012 Syllabus

http://www.experimental3d.com/wp-content/uploads/2012/01/Virtual-Installation_syllabus_Spring2012.pdf

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INTRO TO EXPERIMENTAL 3D SPRING 2012 SYLLABUS

http://www.experimental3d.com/wp-content/uploads/2012/01/IntoX3D_SPRING2012.pdf

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X3D Fall’11 Class 11A

- For file naming presets, right-click over file name box in Render Settings and toggle through to prefered option.

- Fields are dynamic objects that affect other objects that they are connected to, mimicking wind and gravity etc.

- Dynamic Relationships Editor; under Relationship Editors, can be used to connect discreet objects to fields or modify these connections.

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X3D Fall’11 Class 9A

- Paint Effects brushes will not work with mental ray rendering unless you convert them to polygons or nurbs under Modify>Convert>Paint Effects to Polygons or Paint Effects to Nurbs.

- Shadows may need to be switched on independently by switching on Raytrace Shadows in your Render Settings. Also, you may need to edit the stroke that controls the object(s) derived from Paint Effects. This can be found through the Outliner.

- To map jpeg around geometry, first make a shader in your Hypershade. Then, in its attributes, select the file icon next to the color attribute.

- Paint Effects have Flow Animation attributes. This recalls preset points in a growth animation.

- Final Gather in Render Settings>Indirect Lighting makes light bounce off of geometries so that they act as secondary light sources. This will also increase amount of ambient light and shadows.

- Shortcuts: 4 – wireframe, 5 – smoothshade, 6 – file texture, 7 – crude lighting

 

Homework

- Make animations with Paint Effects, Final Gather and Nurbs. For Wednesday.

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X3D Fall’11 Class 8A

Nurbs

- Nurbs are found under the Surfaces menu. Bezier curve-based geometric form whereas polygons are points and lines.

- Nurbs are spans between two points/curves. Soft and stretchy. No continuous forms.

- Surface points indicate “real” intersections or vertices, which can not be manipulated.

- Control vertices and isoparms offer control.

- Blobjects

- Under move tool settings, set movement axis to normal to allow perpendicular movements of control vertices.

Curves

- Using EP curve tool, click two points or more, and press enter.

- Under Surfaces, click Revolve. The form is now expanded around a pivot based on the location of the curve you just made. Under the option box, revolve 180 degrees for half-circle.

- Home key to change location of pivot point. Pivot location determines parameters to revolve around.

- Magnet icons at the top of the maya window allows you to snap items, for example to points on the grid.

- Nurb circles; sweep, sections, spans. Sweep describes the extent that the planar shape is revolved around itself. Spans are horizontal segments, sections are vertical segments.

- Under isoparms, click on a section or span line, then click and drag to set new location. Then under Edit Nurbs, select Insert Isoparms.

- To stitch seams, select relevant isoparms, then under Edit Nurbs, select from Stitch sub-menu based on your needs.

- You can also draw a custom curve and a circle curve, select both, and then extrude.

- When you’re done, remember to delete history.

Deformers

- Use it to reshape other forms. The more articulation, the more organic the deformation. Create Deformer is found under the Animation menu. Examples of deformers include the popular Soft Mod tool, which only works with polygons. Soft mod tool can be accessed via icon on the left of the Maya window. Select vertices by painting or selecting first.

- For basic/manual irregular deformation; Make a poly sphere and/or a nurb sphere. Delete their histories. Sculpt geometry tool for each. Note the difference between the two.

- Create a lattice deformer. The lattice deformer is displayed as a wireframe cube around your target object. Points on geometry are deformed based on an average depending on the points on the deformer.

- Try the nonlinear deformers, bend for example. In the case of this deformer, the curvature attribute in the Channel Box allows you to bend your object(s). You can use deformers for modeling or animation or both. All of this can be keyed. You can also attach multiple deformers to the same object.

Paint Effects

- Make a plane. Bend it with a deformer. Selecting the plane, click on Rendering>Paint Effects>Make Paintable. In your Paint Effects window, which is now mapped to your plane, you can start making strokes. Preset strokes such as trees or grass and many more are accessed by selecting Get Brush. Window>Paint Effects Window to view paintable space on a flat plane. If this window is glitching, ask for the menu for the Paint Effects you just made to avoid the menu and have access to attributes/functions etc. When you’re done, Modify>Convert>Paint Effects to Poly.

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