4.297 Geometric Modeling
Fall 2002
Hands On Tutorial
Materials and Mapping (VIZ part2)
This handout provides a step-by-step process to apply textures to your model in
VIZ. It only covers a few of the most commonly used commands that you will need
for your assignment. For a more detailed explanation on the interface and tools
of VIZ, refer to the lab handouts and the Help menu in VIZ.
Get Geometry
01. Download the demo files.
- Download the demo VIZ
file.
- Download all the texture
maps.
- In VIZ, File>Open.
- Browse to locate the
file you just downloaded and open it.
Transparent Materials
02. Making a standard transparent material.
- Open the material editor
by clicking on the
Material Editor icon.
- Select an unused slot
to create a new material.
- Set its name to "glass
standard".
- Activate the background
by clicking on the
background icon in the Material Editor Window.
- Set the "Opacity"
value to 10%.
- Set the "Specular
Level" value to 100.
- Set the "Glossiness"
value to 70.
- The advantages of using
standard to make a transparent material is that it is faster to render
but it is not an accurate representation of a real transparent material.
03. Making a raytrace
transparent material.
- Select another unused
slot to create a new material.
- Set its name to "glass
raytrace".
- Activate the background
by clicking on the
background icon in the Material Editor Window.
- Click on "Standard"
and select "Raytrace".
- Uncheck "Transparency"
and set the number to 90.
- Uncheck "Reflect"
and set the number to 15.
- Set "Index of Refr"
to 1.3333.
- The advantages of using
raytrace to make a transparent material is that it is a more accurate
representation of real transparent material but it takes longer to render.
04. Assign glass material
to geometry.
- Type "h" on
your keyboard to select by name.
- Highlight "3d_glass.01"
and hit "Select".
- Select "glass standard"
and click the "Assign
Material to Selection" button in the Material Editor window.
- Render the viewport for
camera01 and camera03.
- Do the same thing for
"glass raytrace". What do you notice that is different?
- Set the glass back to
"glass standard".
Light Modification
05. Excluding geometry from lights.
- Select the secondary
light named "Omni01".
- Select the
"Modify" tab in the command panel.
- Click on "Exclude.."
in the "General Parameters" section.
- Highlight "3d_glass.01"
- Click on the double arrows
pointing to the right and click "OK".
- Render the viewport for
camera01.
Texture Maps and Mapping
Coordinates
06. Make a new material for the exterior floor.
- Select an unused slot
in the Material Editor to create a new material.
- Name it "exterior
tile".
- Open the "Maps"
rollout menu.
- Check the box next to
"Diffuse Color" to turn it on.
- Click on the map button
(it says "None" for now).
- In the new "Material/Map
Browser", click on "Bitmap" to get a static picture.
- Browse to locate the
file "tiles2.jpg" and click "Open".
- Click on the
"Go to Parent" button.
- Assign the floor material
to "expansion.01".
07. Maximize Top view and render.
- Maximize the Top view
by typing "w" with the Top view window highlighted.
- Render the viewport.
- You should get a "Missing
Map Coordinates" window. This error occured because VIZ needs to know
how to map the image "tiles2.jpg" relative to the geometry of "expansion.01".
- Hit "Cancel".
08. Assign mapping coordinates
to "expansion.01".
- Select "expansion.01"
and click on the "Modify"
tab in the command panel.
- From the "Modifier
List" select "UVW Map". An orange rectangle will appear in
the viewport which is called the "Gizmo".
- Render the Top view.
You will notice that the texture is too big.
- Change the dimensions
of the Gizmo by setting the "Length" to 2.4 and the "Width"
to 2.4.
- Render the Top view again.
09. More adjustments to the
Gizmo.
- Click on the "UVW
Mapping" modifier in the modifier stack. (It should be the top item).
The modifier should now be highlighted in yellow. You are now in a Gizmo modification
mode. Any changes will only affect the Gizmo.
- Click on the
Move icon and relocate the Gizmo.
- Click
"Render Last" to visualize the changes.
- Click on the
Rotate icon and rotate the Gizmo 45 degrees by dragging in the window.
- Click
"Render Last" to visualize the changes.
- Undo the rotation with
"ctrl-z".
- Get out of Gizmo modification
mode by clicking on "UVW Mapping" again to unhighlight it.
10. Making a new material for
the interior floor.
- Select an empty slot
in the Material Editor.
- Name it "wood floor".
- Check the box next to
"Diffuse Color" to turn it on.
- Click on the map button
(it says "None" for now).
- In the new "Material/Map
Browser", click on "Bitmap" to get a static picture.
- Browse to locate the
file "wood_floor.jpg" and click "Open".
- Assign the floor material
to "3d_interior_floor.01".
- Add a UVW map to the
geometry by selecting from the "Modifier List", "UVW Map".
- Change the dimensions
of the Gizmo by setting the "Length" to 1.5 and the "Width"
to 1.
- Render the viewport for
camera01 and camera02.
Adding Secondary Lights
11. Using attenuation with omni lights.
- Create a new omni light
and place it in the middle of the building 2.5 units from the ground.
- Select the omni light
and click on the "Modify"
tab in the command panel.
- In the "Intensity/Color/Attenuation"
rollout menu, check "Use" in the "Far Attenuation" section.
- Change the "Start"
value to be 1 and the "End" value to be 8.
- Render views from camera01
and camera02.
More Materials
12. Adding concrete to the walls.
- Open the material editor
by clicking on the
Material Editor icon.
- Select an unused slot
to create a new material
- Set its name to "concrete".
- In the new "Material/Map
Browser", click on "Bitmap" to get a static picture.
- Browse to locate the
file "concrete1a.jpg" and click "Open".
- Assign material to "3d_walls.01".
- Add a UVW map to the
geometry by selecting from the "Modifier List", "UVW Map".
- Activate the Left viewport
and in the command panel click "View Align".
- Change the dimensions
of the Gizmo by setting the "Length" to 10 and the "Width"
to 10.
- Render to visualize the
changes
13. Create the material for
the mullions.
- Open the material editor
by clicking on the
Material Editor icon.
- Select an unused slot
to create a new material and set its name to "mullions".
- Set the "Diffuse"
color to dark grey (R = 66, G = 66, B = 66).
- Assign material to "3d_mullions.01".
- Render to visualize the
changes.
14. Create the material for
a red leather couch.
- Select an unused slot
in the Material Editor to create a new material and set its name to "red
leather".
- Set the "Diffuse"
color to Red (red = 200, green = 0, blue = 0).
- Set the "Specular
level" to 85.
- Set the "Glossiness"
to 25.
- Assign material to "leather.01"
and "cushion.01".
- Render to visualize the
changes.
15. Create the material for
the steel on the leather couch.
- Select an unused slot
in the Material Editor to create a new material and set its name to "chrome".
- Click on the
"Get Material" icon.
- Select "Mtl Library"
and click on "Open..."
- Click on "RayTraced_01.mat"
- Double-click on "ChromeWhite"
and close the "Material/Map Browser"
- Assign the material to
"steel.01".
- Render to visualize the
changes.
Environment
16. Change the background color.
- Open the Environment
window (Rendering>Environment...).
- Click on the "Background"
color swatch.
- Move the sliders to get
a light blue or use R = 196, G = 210, B = 223.
- Render to visualize the
changes.
17. Use a bitmap for the background.
- Open the material editor
by clicking on the
Material Editor icon.
- Select an unused slot
to create a new material.
- Set its name to "background".
- Click on the
"Get Material" icon.
- Double-click on "Gradient".
- Change the color swatches
to go from blue to white.
- In the "Coordinates"
rollout menu, select "Environ"
- For "Mapping",
select "Spherical Environment".
- Open the Environment
window (Rendering>Environment...)
- Drag the material "background"
to the "Environment Map:" in the Environment window.
- Select "Instance"
and click "OK".
- Render to visualize the
changes.
Procedural Materials
18. Adding a reflection procedure to the hardwood floor.
- Open the material editor
by clicking on the
Material Editor icon.
- Select the wood floor
material.
- Add a background to it
by clicking on the
background icon.
- Make sure you are at
the top level of the material by clicking on the
"Go to Parent" button.
- Go to the maps rollout
menu and check "Reflection".
- Set the amount to 15.
- Press the map button
(it says "None") and select "Raytrace".
- Before rendering an image,
make sure your "Maximum Depth" is set to 2 or 3.
(Rendering>Raytrace globals... Ray Depth Control)
- Render camera02 to visualize
the changes.
- Note: an alternative
method is to create a raytrace material and set the diffuse map to be the
wood floor and set the reflect to be 15.
19. Procedural checkers instead
of wood on the floor.
- Click and drag the wood
floor material to an unassigned slot. This duplicates the material.
- Set the name to "checker".
- Under the "Maps"
rollout menu, click on the "Diffuse Color" map button (it should
have the name of the bitmap file).
- Under the
"Go to Parent" button, should be a button named "Bitmap".
This represents the current type of map being used. Click on it to change
the map.
- Select "Checker"
and discard the old map.
- Adjust the colors of
the checker map if you wish.
- Assign the new checker
material to "3d_interior_floor.01".
- Render to visualize the
changes.
- Restore the floor back
to a wood floor.
20. Procedural brick on the
walls.
- Select an unused slot
to create a new material.
- Set its name to "brick".
- Set the "Diffuse
Color" map to be "Bricks".
- Assign the brick material
to "3d_walls.01".
- Adjust the colors of
the bricks if you wish.
- Under the "Parameters"
rollout menu, set the Mapping type to "Box".
- Set the "Length"
= 1.0, "Width" = 1.0, "Height" = 0.75.
- Render to visualize the
changes.
Detaching Surfaces
21. Detach some faces to assign a different material.
- Maximize the Left viewport.
- Hide all objects except
"3d_slabs.01".
- Select "3d_slabs.01"
and click on the "Modify"
tab in the command panel.
- In the "Selection"
rollout menu, click on the
Face icon. It should now be highlighted in yellow.
- Select the
Rectangular Selection Region icon. Make sure the selection mode is set to
"Window Selection".
- In the Left view, select
all the top faces of the slab.
- In the "Edit Geometry"
section, click on "Detach".
- Rename the object to
"floor2" and click "OK".
- Click on the
Face icon again to unhighlight it.
22. Apply the floor material
to the new floor.
- Apply the wood flooring
material to the new floor.
23. Copy a UVW map.
- Maximize the view from
camera04.
- Unhide the object "3d_interior_floor.01".
- Select "floor2_level"
and click on the "Modify"
tab in the command panel.
- Assign a UVW map modifier
to the geometry.
- Under the "Alignment"
section, click on "Acquire".
- Select the object "3d_interior_floor".
- Select "Acquire
Absolute" and hit "OK".
- Render to visualize the
changes.
Surface Normals
24. Flip normals.
- Select an object with
the Select icon.
- Click on the
"Modify" tab in the command panel.
- Click on "Editable
Mesh".
- In the "Selection"
rollout menu, click on the
Face icon. It should now be highlighted in yellow.
- In the "Surface
Properties" rollout menu, under the "Normals" section, click
on "Flip" to flip the normals of a face.
- After you are finished
flipping normals, click on the
Face icon again to unhighlight it.
25. Double-sided materials.
- Click on the
Material Editor icon.
- Select any material.
- Under the basic parameters
rollout menu, check the "2-Sided" option.
26. Force 2-sided.
- Click on the "Render
the current scene" icon or Rendering>Render...
- In the "Options"
section, check "Force 2-Sided".
- This option should be
used as a last resort since it will increase rendering time.
Bump Map
27. Using bump maps.
- Select an unused slot
to create a new material.
- Set its name to "brick
bump".
- Set the "Diffuse
Color" map to be "Bricks".
- Set the "Bump"
map to be "Bricks" as well.
- In the "Bricks"
submenu for the bump map, change the color of the brick to be white and the
color of the mortar to be black. Black will give the illusion of sinking into
the surface of the material while white will do the opposite.
- Double-click on the material
slot to pop up a blow up of the material. Do you see the effects of the bump
map? Increase the percentage of the bump if you do not.
- Assign the brick material
to "3d_walls.01".
- Add a UVW map modifier
to "3d_walls.01".
- Under the "Parameters"
rollout menu, set the Mapping type to "Box".
- Set the "Length"
= 1.0, "Width" = 1.0, "Height" = 0.75.
- Render to visualize the
changes.
Opacity Map
28. Using opacity maps.
- Select an unused slot
to create a new material.
- Set its name to "perforated
metal".
- In the "Shader Basic
Parameters" check "2-Sided".
- Set the "Specular
Level" to 50.
- Set the "Glossiness"
to 25.
- In the Maps rollout menu,
check "Opacity" and set the percentage to be 100%.
- Set the "Opacity"
map to the bitmap "holes2.jpg". Notice the image is a grey scale
image.
- Assign the material to
"3d_walls.01".
- Add a UVW map modifier
to "3d_walls.01".
- Under the "Parameters"
rollout menu, set the Mapping type to "Box".
- Set the "Length"
= 1.0, "Width" = 2.0, "Height" = 1.0.
- Render to visualize the
changes.
Water
29. Making water with a noise bump map.
- Select an unused slot
to create a new material.
- Set its name to "water
noise".
- Activate the background
by clicking on the
background icon in the Material Editor Window.
- Set "Transparency"
to 50.
- Set "Reflect"
to 20.
- Set "Index of Refr"
to 1.3333.
- Under the "Raytrace
Basic Parameters" rollout menu, check "Bump".
- Select "Noise"
for the bump map.
- In the "Coordinates"
rollout menu, set "Tiling" to X=30, Y=30, Z=30.
- In the "Noise Parameters"
rollout menu, set "Size" to 25.
- Apply "water noise"
to "3d_ground.01".
- Render to visualize the
changes. The noise map makes an undulating surface.
30. Making water with a
water bump map.
- Select an unused slot
to create a new material.
- Set its name to "water
water".
- Activate the background
by clicking on the
background icon in the Material Editor Window.
- Set "Transparency"
to 50.
- Set "Reflect"
to 20.
- Set "Index of Refr"
to 1.3333.
- Under the "Raytrace
Basic Parameters" rollout menu, check "Bump".
- Select "Water"
for the bump map.
- In the "Coordinates"
rollout menu, set "Tiling" to X=60, Y=60, Z=60.
- In the "Water Parameters"
rollout menu, set "Wave Radius" to 1600.
- Apply "water noise"
to "3d_ground.01".
- Render to visualize the
changes. The water map makes a ripple effect.
Touch Up Images
31. Photoshop
- Crop the images if they
need to be cropped. Make sure you crop all the images the same way.
- Adjust the Levels of
the image so they use the full spectrum of colors.