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.