So, this week we're going to focus on lighting & rendering the 10 cube scene you created last week.
To do so, we're going to begin creating lights. I won't go into tremendous detail about the settings on lights, but let's at least walk through the basic process of creating and editing a light. To create a Point Light, go to the Create menu --> Lights --> Point Light. Once created, you'll be able to translate, rotate, and scale a light just like you would any other object. Opening up the Attribute Editor (third button from the top right) you'll see some new settings under the lightShape tab (if you created a Point Light it will be the pointLightShape1 tab).
If you can't see your lights in the Maya view panel yet remember to set the shading mode to Smooth Shade All under your view panel's Shading menu. Then check the Lighting menu of your view panel and check the Use All Lights option. You should get a rudimentary preview of your lighting in the view panel now.
Adjust the color, intensity, and shadow options to produce your desired light effects. When you're ready, switch the light to either a Spot Light or Directional Light to give yourself the ability to aim it for a more specific effect. Remember that a Directional Light will shine light on the scene from every position at the same angle while a Spot Light will only shine light in the chosen direction from within its falloff cone.
Shadow options are accessible from the Shadows section of your light's attribute editor. Simply click to expand. You'll see options for Shadow Color, Resolution, and Filter Size among a myriad other buttons and sliders. Those are your three primary shadow controls, but you will need to first check Use Depth Mapped Shadows before any of those become available.
The most basic lighting setup is typically composed of 3 lights: a Key, a Fill, and a Rim (also called a Back light). Your Key light determines the main lighting direction of your scene and the primary color of the light. Your Fill light should be somewhere to the side of the Key light, adding extra light around the edges and "filling in" the darkest areas not lit by your Key. The Rim light is used to cast an alternative and sometimes contrasting hue from the reverse direction of the Key light. Your Rim light will often be very dim or use a darker color to establish a variation on the default black which typically represents unlit areas of the scene.
Advanced effects like shadows won't show up in your view panel, so when you like your basic lighting setup you should start using the Render button to see what the final result looks like (it's the black and white one that looks like a film slate, 2nd from the left):
This will pull up the Render View window -- you can pan and zoom around your rendered image all you like using the regular Alt + MMB and Alt + RMB commands you use elsewhere in Maya. Also note the Keep Image / Remove Image buttons (the little down/up arrow symbols near the right edge of the image below): they will let you store completed renders to check against future changes. Whenever you press Keep Image it will be added to a slideshow cue which you can scroll through using the slider at the bottom of the Render View window.
From the Render View window's File menu you can choose to save your image to a file with the Save Image As... command. Remember to change the Image Type to something other than the default ".iff" format. JPEGs will be fine for this class.
When you are satisfied with your work email me one image of your rendered scene and your Maya scene file with the names firstName_HW02.jpg and firstName_HW02.ma, respectively. Remember: have fun with this assignment! The tools for lighting/rendering at this level are fairly simple, so just go wild and experiement with lights and their settings.
Thursday, September 24, 2009
Wednesday, September 16, 2009
Assignment 1: Basics
Homework 01: The Basics
Using only the tools you learned in class 3 (camera tools: orbit; pan; zoom + transform tools: translate; rotate; scale), create a basic sculpture/scene/diorama using only 10 primitive polygon cubes.
You may do anything you like to the cubes so long as you use only the three primary transform manipulators (remember the shortcut keys: trans. = w, rot. = e, scale = r), but try to be succinct and clear with your designs. This assignment tests you on how closely you were paying attention to the basics of the Maya interface, but it is more importantly about stretching your artistic abilities and forcing you to come up with creative design solutions when presented with limited technical options. Cater your designs to the available medium -- a great idea that can't be executed with the tools at hand is not a great idea.
As always, assignments are due on the following Sunday at midnight and should be emailed to me as a file attachment with the name "firstname_assignment#.ma".
Have fun!
Using only the tools you learned in class 3 (camera tools: orbit; pan; zoom + transform tools: translate; rotate; scale), create a basic sculpture/scene/diorama using only 10 primitive polygon cubes.
You may do anything you like to the cubes so long as you use only the three primary transform manipulators (remember the shortcut keys: trans. = w, rot. = e, scale = r), but try to be succinct and clear with your designs. This assignment tests you on how closely you were paying attention to the basics of the Maya interface, but it is more importantly about stretching your artistic abilities and forcing you to come up with creative design solutions when presented with limited technical options. Cater your designs to the available medium -- a great idea that can't be executed with the tools at hand is not a great idea.
As always, assignments are due on the following Sunday at midnight and should be emailed to me as a file attachment with the name "firstname_assignment#.ma".
Have fun!
Tuesday, September 8, 2009
Welcome, class of 2009 (sort of)!
This is the blog for students enrolled in Art 374 at the University of Massachusetts -- otherwise known as Computer Animation 1 and popularly referred to as Maya 1.
Use this blog to see your class assignments and get in contact with your classmates and your instructor. Use the comments section of each post to discuss amongst yourselves and with me: questions, comments, funny stories, links to pertinent information. Someone will always get back to you.
If you really can't get over a hurdle on your current assignment, shoot me an email at jedmitchell@art.umass.edu. You can usually get a hold of me very quickly.
Above all else, have fun -- and welcome to 3D.
Jed
Use this blog to see your class assignments and get in contact with your classmates and your instructor. Use the comments section of each post to discuss amongst yourselves and with me: questions, comments, funny stories, links to pertinent information. Someone will always get back to you.
If you really can't get over a hurdle on your current assignment, shoot me an email at jedmitchell@art.umass.edu. You can usually get a hold of me very quickly.
Above all else, have fun -- and welcome to 3D.
Jed
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