CEC 360: 3D Graphics I
Session 08
In this class we cover Procedural Shaders, Environment Simulation part II, and Lighting Part One.
Topics Covered:
Procedural Shaders
Techniques for Environment Simulation
Camera Optionsincluding zoom factor, soft filter and memory segments.
Lighting Situations: 2 Point Studio Lights, 3 Point Studio Lights, and Use of Color with Lights
Negative or Black Lighting
Light Intensity Falloff
Area Lightswhich gives high quality shadows
Linear Lights which simulates tube lighting(like a florescent light)
Homework: This week we have two choices:
Choice One:
Model, Texture, and Render a Main Screen for a User Interface.
Examples are:
Websites
DVD Menu
Interactive Portfolio
Use realistic Textures. Make the Interface have a "theme" incorporated into the design.
You will render this at at least 800x600 with Antialiasing turned on.
The folder should be named with your last name and ID # and contain:
An Objects folder containing your Interface.lwo object
A Scenes folder containing your Interface.lws scene
An Images folder containing images used by your objects in the scene
OR:
Choice Two:
Homework: Model, Texture, and Render a Storefront sign using techniques covered in class.
Examples are:
Neon Signmany restaurants, stores, gyms and other businesses have a neon storefront sign.
Movie Theatre or Opera House...again use of Neon is a good choice. Old Movie Theatres are good choices, too.
Not all signs actually have the neon exposedsometimes its hidden inside the lettering.
If you do decide to show the Neon, use rail extrude to do the letters. If you have separate letters, then you will need to do separate rail extrusions.
You can design your scenes with either daylight or a nightime settingwhich will work well for a neon sign.
Show not only the sign, but also the building its attached to, and maybe other nieghboring buildings.
Use realistic Textures. Make the scene 100% believable.
Photograph textures of real buildings(even a disposable camera will work) and make notes on what materials are used on real signs and buildings. Photographing your textures is optional.
You will render this at at least 800x600 with Antialiasing turned on.
Interface Examples:
http://www.3dluvr.com/plecxus/inter.html
Tutorial Links:
http://www.rogue3d.co.uk/lwtute.htm
Basic Inspire Tutorials:
If you have trouble and need answers quickly, here are
a couple links to FAQs(frequently asked questions) for Lightwave/Inspire:
http://www.wmix.net/%7Edefiant/lightwave/lwfaq7.txt
http://sunflower.singnet.com.sg/~teddytan/faq.htm