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Shading and Texturing

by: Natalie Notetaker

Shading and Texturing ATEC 2326

Natalie Notetaker

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class notes
Computer Animation Processes
Sean McComber
Class Notes
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This 2 page Class Notes was uploaded by Natalie Notetaker on Thursday August 18, 2016. The Class Notes belongs to ATEC 2326 at University of Texas at Dallas taught by Sean McComber in Fall 2015. Since its upload, it has received 3 views.


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Date Created: 08/18/16
Texturing ❖ also referred to as shading or surfacing ❖ shaders are programs which are applied to digital objects in order to control various surface and lighting attributes ❖ every shader has numerous controls that allow an artist to affect surface attributes such as…. color, transparency, specularity, etc Shaders ❖ in some cases images are assigned to specific shader attributes to gain a desired look ➢ commonly called image maps or texture maps ❖ can be very simple or very complex being made up of hundreds of different components ❖ used in film production are very flexible, and because of this, tend to be very large ❖ like everything else in 3D, the more complex the shader, the more memory is required ❖ a quality shader allows texture and lighting artists to change its properties as required by various lighting setups, vfx, or any other situations ➢ e.g. a boy gets sick to his stomach and his skin pigmentation turns green Rendering ❖ the process where the 3D scene is written out into images, or frames, which are the final output for film ❖ very time intensive, as everything in the scene contributes to its complexities ❖ heavier a shader becomes (more complicated), the longer it takes to calculate its surface attributes based on the model and the scene lighting ❖ a texture artist must render their work in order to accurately to see the effects of their shader in conjunction with lights and the model UV ❖ process of applying images to shader attributes requires that the model geometry be prepared to accept the image ❖ UV unwrapping is the process of unfolding a 3D model into a 2D counterpart to allow for 2D images to be applied to its surface ❖ all UV’s have seams where edges come together and aren’t contiguous ❖ these seams can be problematic and should be placed in areas where they least affect the appearance of the object ❖ the term refers to the coordinate system used to create the flattened 2D surface ❖ all models created through the use of various modeling have unrecognizable native UV layouts ❖ texture artist must sort out and unwrap the individual pieces one by one, which can be a time consuming process ❖ the goal of the UV set is to have little to no surface stretching, no overlap, and as few seams as possible Image Maps ❖ after completing the UV layout, texture artists are able to begin the process of creating and needed image maps ❖ there are many different types of images maps, but three of most popular are color (diffuse), bump/normal, and specular ❖ these maps can source real images or can be made in Photoshop or a 3D paint package such as Mudbox ❖ color maps only contain overall color information ❖ bump maps are grey scale images that give the illusion of additional details such as scratches or bumps ❖ 50% grey is neutral and doesn’t affect object’s appearance ➢ white gives illusion ❖ normal maps are more complicated version of bump maps which are color images ❖ these maps are traditionally used more in games to add additional bump details ❖ specular maps control the shaders shine and highlights ➢ spec   maps   are   also   grayscale   images,   with   white   showing maximum spec and black showing none ❖ there are numerous other types of images maps ➢ each has differing requirements based on the shader attribute they will be applied towards


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