My internship is wrapping up so I decided to finish the most complicated scene while I still have the chance. Enjoy!
See Part 01 here
This blog is a documentation of my Animation Internship at at Side Effects Houdini, Toronto. I will be posting the project I'm working on, as well as any notes I've taken about what I'm learning here. ENJOY! :D
Thursday, May 19, 2011
Friday, May 6, 2011
Optimizing your Shaders
Want to reduce the number of shop nodes you have in your Material Palette?
Let's say you're not really doing anything fancy with your material shaders. All you want is a bunch of colors. However you need them to have the same properties (reflect, diffuse intensity, etc.)
Take a cornell box for instance: I just want a white box, with a red and blue wall on either side.
In the material node. You can assign the material based on the group name, and have multiple materials on the one material node.
To use only one mantra surface for the Room, localize the parameter you need by using the overrides. In the above case only the BaseColor parameter was altered. So if you were to change specularity on the mantra surface node it will still affect the red and blue walls.
* Keep in mind if you use this method you will not see the local variables in the viewport (only when you render)
Let's say you're not really doing anything fancy with your material shaders. All you want is a bunch of colors. However you need them to have the same properties (reflect, diffuse intensity, etc.)
Take a cornell box for instance: I just want a white box, with a red and blue wall on either side.
First add and assign a white Mantra Surface shader |
Inside the Room node group the red and blue walls individually. |
To use only one mantra surface for the Room, localize the parameter you need by using the overrides. In the above case only the BaseColor parameter was altered. So if you were to change specularity on the mantra surface node it will still affect the red and blue walls.
* Keep in mind if you use this method you will not see the local variables in the viewport (only when you render)
Working with the Viewport when lighting
There's a few viewport buttons that are very handy when trying to light your scene.
Want to see what your render will look like?
There are two ways to do this in the viewport:
Render View
I've already laid down a mantra node in the above example. If you do this without one you will see out/mantraipr and an mantraipr node will be placed in your out network.
Render Region
In Scene View (top img)
Lock Camera (top img)
- Let's say you have an area light like I have above, by default the viewport will show you what the lights are doing.
- If you don't want to see these lights in the viewport (b/c sometimes it could start getting really bright/dark depending on the number of lights you have) you can hit the Headlight button (top right img).
- If you want to see in your viewport a closer image to what will be rendered hit the High Quality Light button (bottom left).
- If you want shadows in your viewport hit the Shadow button (bottom right). This can be used in conjunction with the High Quality Light or default light options.
Want to see what your render will look like?
There are two ways to do this in the viewport:
Render View
- Render view is a great way to quickly see what you are doing. It's a very similar interface to MPlay, only this is a live interactive photorealistic render (IPR).
I've done a split pane so i can see both. |
Render Region
- This can be done in both the scene view and render view.
Want to know why my wall colors are not showing in my scene view? click here |
In Scene View (top img)
- Click on the Render Region button to the left of the viewport and click and drag an area in the viewport you want to see rendered. This marque follows the viewport and not the objects.
- To deselect click the camera button above it.
- Shift+Click&Drag or Shift+Click to select the region you want rendered.
- To deselect Shift+Click outside the render (black region)
Lock Camera (top img)
- Click the Lock Camera button to change the position of the camera based on the viewport movement.
- Click on the yellow camera name in the top right corner to open up drop down menu. Then you can choose other cameras to look through or look through a light. This can also be locked so you can move your light around based on what you see in the viewport.
Wednesday, May 4, 2011
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