07. 3ds max lights, camera & geometric...

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Design Computing

07. 3ds Max Lights, Camera & Geometric Modeling

10/17/2014CAD & Graphics II | HOM2027 | Fall 2014 | Every Friday 2:00 pm – 6:00 pm

Jin Kook Lee, PhD. 02-2220-2645 | designit@hanyang.ac.kr

Assistant Professor, Space & Design IT Lab.Department of Interior Architecture Design, Hanyang University

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What to do today

1. Lecture: 3d Graphics & 3ds Max Design – Lights, Camera for rendering, and Geometric Modeling basics

2. Lab exercise 01: Camera views

At least three render scenes using different cameras

3. Lab exercise 02: Basic render environment for MR

Installing three lights, camera, and a Texture Image Mapping, then render a scene

4. Lab exercise 03: Modeling a cup & vase

max file & render a scene using “Environment_MentalRay.max”

5. Lab exercise 04: Modeling a table

max file & render a scene using “Environment_MentalRay.max”

6. Lab exercise 05: Modeling a spoon using Editable Poly

max file & render a scene using “Environment_MentalRay.max”

7. Requirements: All lab exercises outcome files should be submitted in “Shared Folder”

Appropriate images in JPG format. Try to get your best render shots!

Lights in 3ds Max & MR

- Photometric Light (or similar):

Ray-traced lights for rendering scenes photo-realistic and professional

Photometric Light

On and off the light

On and off Shadows – Enable to exclude user selected objects

Light Distribution type: Photometric Web, Spotlight…

Select color presets and filter color

Intensity in cd (candela) Brightness control

Emit light from point, line, cylinder…

simply control blurred shadow

Interior environment (wall surfaces, etc) must be flipped (Flip)

for applying lights (otherwise, always dark inside)

MR Sky Portal & MR Light

Photometric Light for MR (Vray Light for Vray)

Target Light

Free Light: Point, Rectangle, Sphere, Disc…

Mr Sky Portal: Bring the sun!

Photometric Light

Photometric light – Emit light from Point

HID Mercury color, 50cd, Emit from Point

Photometric light – Emit light from DiscTake a look at shadow casting, compare to emit light from point

HID Mercury color, 50cd, Emit from Disc

Photometric light – Emit light from Line

HID Mercury color, 50cd, Emit from Line

Photometric light – Emit light from CylinderTake a look at shadow casting, compare to emit light from line

HID Mercury color, 50cd, Emit from Cylinder

Camera in 3ds Max

- Focal Distance & FOV (카메라 렌즈의 초점거리 와 화각)

- Multi-Pass Effect: Depth (카메라 렌즈의 심도)

Focal Distance – All about the lenses

Lens: Focal Distance in millimeter

FOV:

Field of View: Angle degree

50mm

85mm

Wide

Tele

Sensor (Eye, retina)

Sensor (Eye, retina)

Field of view angle

Focal Distance

Effectively use Wide Lens!

For architectural photo-realistic scenes,

Especially for interiors,

use (ultra) wide lenses and pick the best views

15mm 24mm 35mm 85mm 200mm

Wide Lens Telescope Lens

Pros: Good to view all & professionalCons: Distorted

Pros: Zooming inCons: Narrow view

200mm (Telescope Lens)

85mm

50mm

35mm

24mm (close to human eyesight)

15mm (Ultra Wide Lens)

50mm Lens vs. 15mm Lens (Non-wide Lens vs. Wide Lens)

Effective on creating: Space perception / Impression of space Avoid too much distorted or exaggerated

Effective on creating: Undistorted realistic graphic (Need to paralleled / orthogonal lines)

Picture Examples by Ultra-Wide Lens & Tele

Wide Lens – My workspace at Autodesk San Francisco Office, Oct 2012 by JK Lee

Wide Lens – Georgia Tech College of Architecture, Apr 2006 by JK Lee

Wide Lens – Atlanta Midtown view from Georgia Tech, May 2006 by JK Lee

Wide Lens – Chicago night view at John Hancock, Dec 2005 by JK Lee

Telescope Lens – Moon at Scottsdale, Arizona, Apr 2008 by JK Lee

Depth of Field

Make your scenes photo-realistic and professional!

Camera tips: Depth of Field

Multi-Pass Effect

Enabled Depth of Field very slow but good effect

Just render without Multi-Pass, and edit in “great” Photoshop

Also effective, but amount of reduced time

Must selectDepth of Field (Mental Ray)

Lower f-Stopfor shallow depthShallow Depth

Deep Depth

Photo Example: Design by Zaha Hadid Architects, Autodesk SF Office

Focus zone & depth Out-focused

Focus zone & depthOut-focused

Without Depth of Field effect

Rendering elapsed time: few seconds

Focus zone (deep depth)

Depth of Field effect: to the second column

Rendering elapsed time: a couple of minutes

Focus zone (shallow depth)

Depth of Field effect: to the fifth column (red one)

Rendering elapsed time: a couple of minutes

Focus zone (shallow depth)

Depth of Field effect: Use Photoshop!

In Photoshop: elapsed time: around one minute

1) Properly select area 2) Feather 3) Gaussian Blur

Focus zone (shallow depth, generated by Photoshop)

Rendering Example using MR

3d Geometric Modeling: Review

Geometry for making 3d objects

Modeling 3d object:

Creating an object (hard to do, except making primitives)

And Modify it (very hard to do – modify geometry’s subcomponents)

Creating 3d objects

0 Making Primitives

A legendary Utah Teapot, developed by Martin Newell

How to create a new 3d object?

- Create primitives- Extrusion- Sweeping (lathing, loft..)- etc.

And then, modify them again and again

Modeling starts from primitive geometry

Standard Primitives

Extended Primitives

Modifier

Modeling tools in 3ds MAX

3ds Max primitives + 3 Photometric Lights + Autodesk Material + Mental Ray

Render image, all done just in 5 minutes

Creating 3d objects

1 Extrusion: extruding a polygon Push/pull tool in SketchUP

Creating 3d objects

2 Lathing: revolving a surface

Creating 3d objects

3 Sweeping: sweep a section profile onto a polygon path

Creating 3d objects

4 Others: Skinning, Boolean operation (CSG)…

& More: Import CAD file and make a building

Import AutoCAD floor plan file

- Check Units

- Choose Layer

More Example: Parametrically defined Geometry: “AEC Extended” in 3ds Max

More Example: Parametrically defined Geometry: “AEC Extended” in 3ds Max

More Example: Parametrically defined Geometry: “AEC Extended” in 3ds Max

Geometric editing in 3ds Max

For a specific geometric shape, there are various different ways

In general, convert it into Editable Poly for editing sub geometric components such as vertex, edge,

polygon, and use several useful Modifiers

From Primitive:

- Box, cylinder, sphere, etc.

- Modify it, especially using Editable Poly

- Editing vertex, edge, polygon

- Use NURMS editing option for smoothed surfaces (Turbo smooth, Mesh smooth..)

From 2d drawing

- Poly Lines

- Extrude, Sweeping (Loft in Max), Revolving (Lathe in Max), Morph…

- A lot of geometric editing tools

Import specific objects (SketchUP, 3ds, FBX, max etc) and modifying them for the purpose

From 2d geometry to 3d model: Extrude

2d drawing Extrude

2d text Extrude

From 2d geometry to 3d model: Loft

2d text Extrude

From 2d geometry to 3d model: Lathe

2d drawing 2d modifying Lathe (revolving) to 3d

From 2d/3d geometry to 2d/3d model

A box minus smaller box

- A minus B, B minus A

- Union

- Intersection

- Cut (two separated objects)

Boolean operation is working on both 2d & 2d geometry

and 3d & 3d geometry

Editing Geometry

Editing “Vertex”

Corner/Smooth/Bezier

Weld

Fillet…

Editing “Edge”

Boolean, mirror…

Chamfer, Bridge, Connect

Editing “Polygon”

Extrude, Bevel

Inset

Flip

Hinge from Edge

Extrude along Spline

Modifiers

Edit Poly

(different from “Convert into Editable

Poly”)

Use NURMS Subdivision

(after converted into Editable Poly)

FFD (Free Form Deformation)

MeshSmooth, TurboSmooth

Learning 3ds Max Design + Mechanism,

NOT just interfaces of 3ds Max Design

What to do in 3ds MAX (& other general 3d tools)

1 (Geometric) Modeling: Create objects

2 Rendering: Visualize scenes

1 Assign materials

2 Add lights

3 Setup cameras

4 Rendering options & render scenes

1 Create 2d geometry and 3d objects

2 Import pre-defined 2d/3d objects

3 Manage objects: object modification

3 Animation: Animate scenes

Modeling Difficult and time-consuming

Rendering Many things to take care of

Animating Many renders. Hardware dependent

3ds MAX use scenario in interior architecture design

Define UoD

Retouching in 2d Graphics Tools

(Geometric) Modeling

Material mapping

Rendering

Lights CameraRendering

scenes

Modeling universe (environment) Modeling design elements

2d sketch 3d modeling

Import Modification…

Planes Walls

Sky, outside view Modification…

What’s in your mind? - Roughly sketch it freehand if needed - Plan hierarchy diagram and objects

Photoshop (or others) supports lots of complicated effects- Modify: Level, Color balance, Sharpness, Gaussian blur, etc.- Add: Remapping, Compose, Texts, etc.

3ds MAX use scenario in interior architecture design Before modeling & rendering – Defining UoD first!

Roughly design your universe

This UoD is not reflecting real world – totally visualization purposed “fake” surfaces

3d Geometric Modeling is very hard and tedious

Reuse pre-defined object models

Use pasted bitmap images for drawing section profiles

Model in 3ds MAX, not in AutoCAD (when AutoCAD plan is ready, then use it)

Make all edges smooth – e.g. NURMS, Bevel…

Rendering basics

Use high-quality bitmap images for mapping (doesn’t mean only high-resolution)

(Take pictures whenever you find good interior design material, and Photoshop)

Three lightings and one camera for furniture, lots of lightings for interior design

Use Mental Ray (or other ray tracing: e.g. V-Ray etc.) for global reflection

Less is more – Retouch in Photoshop or others, don’t try too much in 3ds MAX.

Don’t forget your final result is just a mere 2d image!

Use hotkeys! – Useful 3ds MAX hotkeys (basic keys)

Viewing

Alt + W : Maximize the viewport, and back

G : Show/hide grids

F3 : Toggle between wireframe view and Shading

F4 : View edge face wireframe, available in shading view

C : View camera, P : View perspective, T : top view, L : left view, F : front view, B : bottom view…

Ctrl + X : Toggle expert mode

Shit + Z, Shift Y : Undo, Redo viewport operation

+, - : Increase, decrease Gizmo size

Object Handling

Q : Click Selection tool

W : Click Move tool

E : Click Rotate tool

R : Click Scale tool

H : Select by name

Ctrl A : select all, Ctrl D : deselect all,

Space bar : selection lock toggle (keep selecting current ones only if turned on)

Utility

M : Material editor

F10 : Render setup

Shift + Q : Rendering

& more hot keys!

Setup your own customized keys

Lab Exercises 01:

3ds Max Camera views

Camera

Lab Exercise 02: 3ds Max basic render environment

- Basic render environment file for Mental Ray- Basic render environment file for Vray

Use them for your “precision” modeling & quick rendering preview

Lab Exercise 02

Environment_MentalRay_Empty.max Environment_MentalRay.max

1. Assign “map.gif” image on the floor, using Material Editor

2. Install three lights and a camera

3. Render the scene We will reuse this file later

Environment_MentalRay.max

1,000mm

1,000mm

Lab Exercises 03:

Modeling a cup, vase, etc.

Lab Exercises 04:

Modeling a table

Model your table like these!

Lab Exercises 05:

Modeling a spoon

Next Class

Geometric Modeling & Modification Technique in 3ds Max

3ds Max Design + Mental Ray

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