GA 3311: Materials and Lighting In this class students will be introduced to materials, textures and lighting strategies to add detail and realism to objects without adding complexity to the model. Students will simulate real world surfaces containing reflection radiosity and other effects. |
![]() |
|
|
JUMP TO A SPECIFIC WEEK: |
Week 6: The Render Settings Window (aka Render Globals):
********LIGHTING AND RENDERING WIKI, CLICK HERE*********
Common Render Attributes:
Maya Vector Renderer-
While the Vector Renderer was designed for .swf (flash) output, it is also an effective renderer for toonshaders, as well as for producing crisp wireframes for modeling turtables. You can specify edge size, fill color, levels, and other features common to adobe illustrator paths, or posterize filters in photoshop. Matt Higison's Wireframe Tut., click here.Mental Ray for Maya Renderer-
A default product shipped with maya since version 5, mental ray is generally a faster software type renderer than the actual maya sofware renderer, as well as physically more acurate. Can compute all effects that Maya Software is capable of, but also can render Global Illumination (GI), Final Gather color bleeds (FG), and Caustic effects/highlights. While not as adept with lights as Renderman for Maya, can handle more lighting effects in general without the same ammount of slowdown as Maya Software will experience.We should note that these are not the only renderers available as well. Other 3d packages share Mental Ray and Renderman and can also use their own native renderers or different 3rd parties such as Brazil or VRay.
Reflections:
Raytracing your scene-
To
be able to produce reflections in your scene, or to render with raytraced
shadows, we must enable raytracing in our render settings window.
From the Wikipedia:
"It works by tracing, in reverse, a path that could have been
taken by a ray of light which would intersect the imaginary camera
lens. As the scene is traversed by following in reverse the path of
a very large number of such rays, visual information on the appearance
of the scene is built up as viewed from the point of view of the camera.
The ray's reflection, refraction, or absorption are calculated when
it intersects objects and media in the scene. ...In nature, a light
source emits a ray of light which travels, eventually, to a surface
that interrupts its progress. One can think of this "ray"
as a stream of photons traveling along the same path. In a perfect
vacuum this ray will be a straight line. In reality, any combination
of three things might happen with this light ray: absorption, reflection,
and refraction. A surface may reflect all or part of the light ray,
in one or more directions. It might also absorb part of the light
ray, resulting in a loss of intensity of the reflected and/or refracted
light. If the surface has any transparent or translucent properties,
it refracts a portion of the light beam into itself in a different
direction while absorbing some (or all) of the spectrum (and possibly
altering the color). Between absorption, reflection, and refraction,
all of the incoming light must be accounted for, and no more. A surface
cannot, for instance, reflect 66% of an incoming light ray, and refract
50%, since the two would add up to be 116%. From here, the reflected
and/or refracted rays may strike other surfaces, where their absorptive,
refractive, and reflective properties are again calculated based on
the incoming rays. Some of these rays travel in such a way that they
hit our eye, causing us to see the scene and so contribute to the
final rendered image."
Global Illumination and Final Gather
Global Illumination-As we previously mentioned, Light can exhbit the ability to reflect off a surface. The more luminous the surface (the whiter the surface), the more light will be reflected. Since light is reflected off of all materials (see Dif.-Gloss-Spec.-Refl. above), we should assume that when multiple objects of a luminence greater than pure black (ie, everything except for black holes) are present in our scene, that light will reflect back into the shadow areas on nearby objects from that surface. This principle is used in Hollywood on sets by having stagehands hold up brightly colored reflectors when filming in directional light to make shadows on actors face's seem softer (see image below).
As we set up global illumination, we need to observe the how the light bounce will effect the shadow areas. In the demo below, The light rays emitted from our source (spot light) will bounce off of the ground plane and onto the shadow side of ball, thus lightening the shadow.
Final Gather-
Final gather is method of simulating global illumination. When used in combination with global illumination, Final Gather lets you create the most realistic, physically accurate lighting conditions for a scene (using Global Illumination alone can sometimes give splotchy results).
When Final Gather is enabled, every object effectively becomes a source of ray-emitting light, mimicking the natural world in which objects influence the color of their surroundings. When one light ray strikes an object, a series of secondary rays are diverted at random angles around it to calculate the light energy contribution from the surrounding objects. The light energy is then evaluated during the ray tracing process to add the effect of the bounced light.
Unlike Global Illumination, Final gather does not use photon maps to calculation of light at a given point in scene. Instead, mental ray for Maya samples the surrounding area above every point in the scene. The illumination at those points is then computed as direct illumination. (If Global illumination is also being used at the same time, Final Gather calculates the total incoming illumination in the scene [called irradiance].)
Final Gather rays are emitted in many directions from a sample point and stop according to the settings in the Final Gather section of the Render Globals Setting window. Because Final Gather rays do not bounce, secondary surfaces are not taken into consideration. (However, when rays hit geometry, material shaders may cast secondary reflection, refraction, or transparency rays, as long as those secondary rays are specular or glossy, not diffuse.)
Final gathering eliminates the low-frequency variation in the global illumination that often results if too few photons are used. (Performance is optimized because mental ray for Maya reuses and interpolates nearby final gathers.)
Final Gather and Global Illumination- Tag Team back again, check and direct and let's begin:
You can combine Final Gather and Global Illumination techniques to:
-achieve realistic lighting and shadows more cost effectively
-reduce flicker in animations
-effectively illuminate interiors (global Illumination on its own can sometimes render splotchy results)
-You can reduce the number of Global Illum Photons, the Global Illum Energy levels, and the number of Final Gather Rays resulting in less rendering time, but more realistic lighting.
To render with Final Gather-
Caustics
Caustics are light patterns that are created when light from a light source illuminates a diffuse surface via one or more specular reflections or transmissions. Examples are:



Homework:
Build your own cornell box and produce
two renders. In one, use mental ray for maya to render out the effects
of global illumination and final gather to produce softened shadows and
color bleeds. In the second render, use maya's vector renderer to produce
wireframes. These are due week 7. Additionally: Please go back to your fruitbowl project and render out the scene again with GI and FG activated. Turn in one of those renders in week 7 as well.
Examples of Student Work:
![]() Image by Tamar Yacoubian |
![]() Image by Takumi Kobayashi |
![]() Image by Jonathan Price |
![]() Image by Dacotah Turner |
||