Animation And Graphics
Friday, 16 December 2011
Monday, 26 September 2011
Wednesday, 10 August 2011
Rendering Bake3d
Rendering Bake3d
Bake3d the basics of baking the lights into textures
The baking of lights into textures is being used in games industry mostly, but is more and more used among other users too. Its a good way of putting the lights and shadows into a game or a scene. In the following tutorial Ill show you how to bake the light into textures with the Bake3d plugin which is part of the Vray renderer.
So, enough talking and lets start. First Ill show you the basic features of Bake3d.
I made a small scene as you can see on picture c1 where Ill show you automatic mapping feature of Bake3d. Its not the best method though. I collapsed the objects into one piece and deleted the bottom faces so it doesnt take more place in Unwrap than neccessary.
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Next I applied a checker map on the object so we can see the details and if the mapping is correct. | ||
Now we can go to Bake3d. Go to Utilities and click More. Choose Bake3d from the list. | ||
You can see the Bake3d rollout which I divided into two pictures (a and b). First the A part. There is Map Channel in the UV Generator rollout. Its set to 1 by default and we can leave it as it is. Click the Generate tex coords button and the object will get mapped. You can see relatively good mapping but its not optimal. There are some errors and the mapping isnt regular so I advise using UVW Unwrap and UVW Map to tweak the mapping. Now continue to the B part. Theres another map channel and Map type in the Lightmap baking rollout. Complete material will bake the light and the checker map but well use Diffuse lighting only which will bake the light only. Map resolution sets the size of the texture. The bigger the better but it also takes longer time to render. In Output file you can set the path for the result. If you check the Auto-apply material then the resulting map will be automatically applied to the object. The other buttons are meant for assigning or removing rendered textures to and from the objects. | ||
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Go to Bake3d again and set the parameters in the Lightmap baking rollout as you see on the picture. Then click the Render Lightmaps button to bake the lighting into the texture. | ||
The result should be similar to this depending on the placement of your light. You can see the lightmap on the picture too. |
2. If you have larger scene, don�t try to get all objects into one map. Divide them into more maps but keep the same detail.
3. If you have more objects, you can select them all and render. Bake3d will continue to next map when it finishes the first.
4. Try to fill the whole square in UVW Unwrap. Every pixel counts :).
5. Also try to keep the same distance between stripes in Unwrap. At least 5 pixels.
There is a blur in the rendered texture so there must be onough space for it or it would mix the maps and could make undesireable result.
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Storyboard Animatic Team In the beginning I worked together with a screen writer, a production designer and a dramaturgic advisor. Screen writer The first version of the story was developed without the help of a screen writer. This was no good idea, because of my inexperience in developing a story this process was very time consuming. This changed immediately after I started to work with the screnn writer Philip Koblmiller. He exactly knew how to structure the story. Which saved us a lot of time. Apart from that it helped focusing on the actual story. Dramaturgic advisor - Storyboarder I worked on the storyboard together with Gerd Schneider. He is an experienced story boarder with dramaturgic skills. Which was very helpful for the project. Production Designer In order to get the best results I was working with two character designers. Michael Sieber who did the designs for the hero and the horse as well as for the environment and Klaus Morschh?user who took care of the designs of the baby dragons. Taragon Taragon is an experienced Dragen slayer, about 40 years old and kills dragons for money. No one knows how it started. Was it greed or hatered? Nobody knows why. But one thing is for sure, he is just doing his job. He never considered the idea of changing something in his life. He never thought about what consiquences it might have, him killing a dragon, maybe a dragon mother.Lonely and without fullfilment in his beeing he is riding from one commission to the next.For some Taragon is a hero, a shining hero who is saving them from all evil. But for him its all nothing but tedious work. Bullie Bullie is an old fighting horse, who knows a lot about life and how to behave. Most of the time he knows much more than our hero. But Taragon has to find out by himself. Otis Otis the baby dragon, hasnt seen much bad things in life yet. That is the reason why he isn`t afraid of Taragon. Even as Otis sits besides his dead mother, he doesnt realize what is going on. Mother Dragon The mother dragon may look terrifying, but in her heart she's just a care taking mother who looks after her children. How ever, people are afraid of dragons, they don't realise that the mother dragon only wants to protect her children like anyone of us would do. The Blacksmith The Blacksmith is pleased with his life. He has a fulfilling job and a son he loves. He knows about the importance of the dragon slayer and his job he is doing for the community. The Blacksmith's son The Blacksmith's son admires Taragon. For him he is a hero, who lives an adventures and brave life. But the one he looks up to the most is his father. Character Designs Taragon - First designs by Michael Siebe aragon - Final Designs by Michael Sieber Horse Bullie - Design by Michael Sieber Final Version Final Version Otis - designs by Michael Sieber and Klaus Morschhauser Otis - Final Designs by Klaus Morschhauser The Blacksmith - Designs by Michael Sieber |
Tuesday, 9 August 2011
Animation techniques
Animation techniques
Morphing
Morphing is the act of changing an object into another object. This technique is widely used to animate
clothes, skin, face, and non-solid bodies. A 3D object is composed of an array of triangles, an array of
normals to the triangle surface and texture coordinates. Normals are used for light refraction calculations.
Triangles have three vertices. Each vertex is composed by a position in the 3D space (X, Y, Z component).
To morph a 3D object, keep the texture coordinates unchanged in the animation. Since the texture
coordinates correspond to the vertex order, and morphing changes the vertex values not their order, no
changes in the text coordinates need to be done. Normals can be changed in the same fashion as vertex
values for a better looking animation. To morph a 3D object, each vertex position of a 3D object must move
to another 3D object’s vertex position.
While morphing, some 3D objects are stored as key frames. A morphing program
references these key frames as a source (the first frame in the animation) or destiny (the last frame in the
animation). Moving each vertex in certain number of frames or over time shows intermediate frames (frames between
key frames). This way an animation is created. Figure 3 shows a four frame animation between the first
two key frames. Moving each vertex is achieved by interpolation over time or by the number of frames.
clothes, skin, face, and non-solid bodies. A 3D object is composed of an array of triangles, an array of
normals to the triangle surface and texture coordinates. Normals are used for light refraction calculations.
Triangles have three vertices. Each vertex is composed by a position in the 3D space (X, Y, Z component).
To morph a 3D object, keep the texture coordinates unchanged in the animation. Since the texture
coordinates correspond to the vertex order, and morphing changes the vertex values not their order, no
changes in the text coordinates need to be done. Normals can be changed in the same fashion as vertex
values for a better looking animation. To morph a 3D object, each vertex position of a 3D object must move
to another 3D object’s vertex position.
While morphing, some 3D objects are stored as key frames. A morphing program
references these key frames as a source (the first frame in the animation) or destiny (the last frame in the
animation). Moving each vertex in certain number of frames or over time shows intermediate frames (frames between
key frames). This way an animation is created. Figure 3 shows a four frame animation between the first
two key frames. Moving each vertex is achieved by interpolation over time or by the number of frames.
Thursday, 4 August 2011
Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]
How you can create the new generation rendering Technology with unlimited details and far from your thinking pint of view that u are rendering.
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