Robot lighting- Arnold

In class, I was asked by our teacher to complete a three-point lighting setup, using photo-realistic lights. I have been given Arnold light tutorials and a step by step guide which now I am going to recreate.

First I have started off by opening the Maya Scene and noticed that there was a robot positioned in the middle of the scene – at 0,0,0. I then needed to create three Ai Area lights which I did by going into the Arnold menu and in the light section selected area light (three times).

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After that, I went ahead and moved the lights to either side so I had one in the middle, one on the left and one on the right.

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I then needed to rotate the lights so that they are facing the robot. I selected the left light and changed its y-axis to -90, then selected the right light and changed its y-axis to 90 and lastly changed the middle (top) light on its x-axis to -90. I then used the move tool to move the top light up a little as it was inside the robot.

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After I pressed play, I noticed that I am still only able to see the red eyes of the robot and completely nothing else. The scene appeared dark so I had to increase the exposure of the lights to 8 however I made a mistake and instead of increasing the exposure, I increased the Intensity. Fairly said, it didn’t make much difference to how the robot ended up looking compared to my teachers final model.

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That’s how it looked like after increasing the intensity to 8 and leaving the exposure at 0.

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I then went ahead and selected the right light. I enabled the colour temperature within the Arnold attributes. I left it at the value of 6500 as in that way it will give a cool blue feel to the light.

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I then selected the light on the left and I have done the same however I changed the temperature to 4000 so it gives more of a warmer tone, just like you can see below.

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This is what the robot looked like after I enabled and changed the temperature. You can see on the left-hand side that it already has a warm, orangy looking colour added to it.

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My teacher has also instructed me on his video to change the volume samples to 3. This had to be done to every light.

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I have then gone ahead and opened the hypershade window. In the search bar, I typed aistandard as that’s the shadow that I applied to my robot. I selected the robot in my taskbar and added an existing material to it which was the shadow.

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I then went into the property editor and changed a couple of numbers. I changed the metalness to 1 and the base colour to a mid-grey colour. I also reduced the Specular weight to 0. The roughness also controls the glossiness of the reflections and the lower the value, the sharper the reflection. I increased to 0.5.

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This is the final outcome of the final piece. You can see that the robot definitely is much clearer as it has less noise, much more metal and realistic looking and overall an upgraded version of the one I started off with.

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Transformation:

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Maya 3- Point Lighting (sphere)

In class, we have been asked by our teacher to create three-point lighting around a sphere. This will consist of the default light (spotlight), directional light and backlight all shining on it at the same time.

First I have started off by creating a simple plane. This is the base where the sphere is going to be created.

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Then I have selected the sphere function from the top toolbar. I then had a simple sphere on my plane which now my task was to create three different sets of lights around it.

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I had to go to the settings of the sphere and st both x,y and z to 2. This means that the sphere will be 2x2x2. Its easier to work with solid numbers to avoid confusion.

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I have then started off by creating the spotlight. The way to do that is to go to the rendering option and selecting the light you want to create from the list. It’s always good to label the lights to know which one is which. I then extended the line to determine how wide, faint or hard I want the light.

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I have then used the rotate tool to rotate the light in the direction I wanted it to shine. I have also moved the light up a little as I wanted the effect of the light shining from a bit above.

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After that, I went to the drop-down menu (lighting) and selected show all the lights. In that way, I could see what the light that I have created looks like and change it if it was too high, too low etc.

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Before that, I forgot to mention I had to also use the move tool to move the spotlight into one of the corners as that where I wanted my light to originally come from.

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I then went ahead and selected another light, this time a directional light. I have placed the directional light in another corner next to the spotlight. I have done the same process of moving it to the desired position and changing the intensity of the light.

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I tend to keep the different lights at different intensities so that you can see exactly where each light is shining from and which lights are which.

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Then I have placed another directional light, this time in the corner opposite where the spotlight is. I have used the direction tool to change the direction of the light to go opposite to the other directional light. I have moved it so it shines away from the object.

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If I was to change the second directional light to shine towards the object, that’s what It would look like:

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3D Design Jobs

A three-dimensional artist, or 3D artist, works in media production and creates elements for video games, 3D images, and 3D movies. You create animations and graphics by making use of both illustrations and computer programs. Most 3D artists require at least a college degree in multimedia design to get any job in the first place. 
The skills that are needed in order to pursue a career in the 3D design are:
  • Expert/ intermediate level knowledge of 3D design and animation tools such as 3DS Max, Maya, Zbrush etc.
  • An eye for detail and good visualization skills.
  • Ability to take feedback from others and being able to make changes as required.
  • Extensive knowledge of character design, rigging, skinning etc.
  • Some familiarity with animation techniques.
  • Good communication skills.

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This is one example of the expectations needed to get into the 3D working industry within London. Screenshot 2019-12-22 at 13.32.14.png

3D Softwares

Autodesk Maya:

Autodesk Maya is an industry-leading 3D animation software application. It’s developed by Autodesk that enables video professionals who work with the animated film, television programs, visual effects, and video games to create highly professional three-dimensional (3D) cinematic animations. People who work in or are currently pursuing careers in the 3D animation, character modelling, visual effects, and other animation fields will see that Maya has many benefits for them.

Maya enables companies to design and produce stunning 3D models, animations, and visual effects using its highly efficient and streamlined toolsets.

Autodesk Mudbox:

Mudbox is a digital sculpting program similar to ZBrush. It is a much cheaper CG sculpting program so it’s great for anyone that doesn’t want to spend too much money, or anyone new to 3D art. And Mudbox connects into many other 3D programs for a very natural workflow such as Autodesk Maya.

Digital sculpting is a common part of any 3D artist’s workflow, especially working with more organic objects.

Houdini:

Houdini is a 3D animation and special effects application. It is developed by Side Effects Software, a twenty-five-year-old company based out of Toronto.

Houdini was originally designed for artist and designers working in 3D animation and VFX for film, TV, video games and lastly virtual reality. Houdini brings all these different aspects together into a single, powerful platform. Houdini uses a node-based procedural workflow that makes it easy to explore iterations as you refine your work.

Lightning in Maya

Overview

There are six types of light sources.

The 6 different types of light sources are – Ambient, Directional, Point, Spot, Area, and Volume. To create a new light, you go to Lights.

Ambient brightens all parts of the scene and it is useful for simulating a combination of direct and indirect lighting.

Directional light creates an even illumination of the scene using parallel rays of light and its use for extremely far away sources. E.g, Sunlight.

Point light radiates in all of the directions from a single point. It is ideal for Omni-directional sources. E.g Lightbulb.

Spotlight creates a cone of light in one direction. It is useful for beams of light. E.g. Flashlight, Lighthouse, Theatre etc.

Area light used in 2D rectangular light sources. It has a longer render time and is useful for windows, ceiling lights, etc.

Volume light fills a 3D shape ( sphere, cylinder etc). Useful for a visual representation of the extent of the light.

In light, there is also three-point lighting.

Ther are 3 main lights.

Key Light– main source illuminating the object.

Secondary (Fill) Light– highlights details of the object.

Back Light– distinguishes the object from the background.

There are 6 main Attributes of light.

Intensity– how much light emitted from the light source.

Decay– how much light diminishes away from the source light (fall off)

Cone angle– width of the lights cone of influence- area outside cone not illuminated.

Penumbra Angle– fall off at the edge of cone angle- more gives a softer edge to the light cone.

Drop-off– how much the light diminishes at the outer edges.

Colour– set an RGB* colour for the light- affects colour of scene

* Red, Green, Blue

Good ways to use lights

Look to photographers for good techniques

Think in terms of balance.

Avoid the overly dramatic.

Look at natural lighting.

Avoid saturated lights and hues.

Normally only need a few lights.

Avoid disco colours and effects.

There are three types of shadow effects.

Hard shadows – Default shadow option, Faster render time.

Soft shadows– Creates soft, more realistic faded edges around shadow and longer render time.

Fall-out shadows– Acts like a colour gradient, the shadow becomes lighter at top of the shadow.

Shading

Shading is a combination of the basic material of an object and any textures that are applied to it.

 

Lighting

The different types of light sources in Maya are:

  • Ambient- An ambient light casts soft light rays in every direction. Great for filling in areas on a render that do not have enough illumination.
  • Directional- A directional light mimics the lighting that you would get from the sun. This type of light is perfect when illuminating a city or large open spaces.
  • Point- A point light is very similar to a light bulb that emits light in all directions. Great in creating a light that has a single point as its source.
  • Spotlight- Very direct source of light. The spotlight is emitted through a cone and you can control how wide the cone angle is which determines how much of the area is actually illuminated.
  • Volume- Volume light is very similar to a point light, emitted Omni-directional rays from a single point.
  • Area- Light that casts directional light rays from within a set boundary, either a rectangle or circle.

Three-point lighting:

  • Key light- The main source of light.
  • Secondary light- Second most important source of light.
  • Backlight- Shines on the subject from behind.

Shadow Effects:

  • Hard shadows- Crisply defined, sharp edges. Default shadow option, Faster render time.
  • Soft shadows- Creates soft, more realistic faded edges around shadow and longer render time.
  • Fall-out- Acts like a colour gradient, the shadow becomes lighter at top of the shadow.

Attributes of Light:

  • Intensity- how much light is being emitted from the light source.

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  • Colour– set an RGB* colour for the light- affects the colour of the scene.* Red, Green, Blue

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  • Light Softness- smooth, shadows that are barely visible.

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  • Direction Of Light- front, side, back.

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  • Decay-  how much light diminishes away from the source light (fall off).
  • Cone angle– width of the lights cone of influence- area outside cone not illuminated.
  • Penumbra Angle– fall off at the edge of cone angle-  gives a softer edge to the light cone.

Drop-off– how much the light diminishes at the outer edges.

Good ways to use lights:

  • Look to photographers for good techniques
  • Think in terms of balance.
  • Avoid the overly dramatic.
  • Look at natural lighting.
  • Avoid saturated lights and hues.
  • Normally only need a few lights.
  • Avoid disco colours and effects.

 

 

Non- Manifold Geometry & Two Manifold Topology

Non-Manifold Geometry

Non-Manifold Geometry is any 3D shape that is not able to unfold into a 2D surface with all its normals pointing the same direction as before.

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Two Manifold Topology

Two- Manifold topology polygons have a mesh that can be split/divided along its numerous edges and unfolded so that the mesh lays flat without any overlapping pieces present. two mani

3D Topology Modelling

Subdivision Surface Modelling:

This technique is used for making high-resolution models. It’s done by manipulating a lower resolution model and using the software to subdivide in order to achieve a smoother surface. Subdividing the model increases the number of vertices that are on the model making it more curved and rounded. Usually, each subdivision level increases the vertex count 4 times the original number (count). Subdivision surfaces can also be used for organic shapes.

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Contour/Edge Modelling:

Edge modelling is another type of a polygonal modelling technique. It’s different to box modelling. This technique is based on developing the model piece by piece instead of having a shape in the first place and just refining it. It’s done by placing loops of polygons along the outline of the shape and filling n the gaps that lie in between. It has to be done this way as it’s very difficult to complete certain meshes only through box modelling.

Hard Surface Modelling:

Hard surface can be defined as machined or man-made. A computer screen or the phone you’re reading my blog on would be considered a hard surface.

Organic Modelling:

Organic Modelling is anything on this earth that is organic. For example, trees, flowers, animals etc. Organic models have much smoother flowing shapes and rarely contain any hard or sharp edges. When you think of the word ‘hard’ you associate it with thing such as cars, lampposts etc which are hard both in touch and shape hence why its called ‘Hard Surface’.

3D Topology in 3D software

Topology is the organisation, flow and structure of vertices, edges and faces of any 3D Model. It is based on how well you can get the vertices organised in your 3D model so that it looks clean, detailed and aesthetically pleasing. It’s always good and really important to get the topology right. Working with the model will be much easier and make you look like an expert in modelling.

This also uses less memory which is a big advantage.

Image result for good and bad topologyImage result for good and bad topology

When using 3D topology its good to:

  • Use the least amount of vertices as necessary
  • Try to make all your faces quads – this will get rid of artefacts such as pinching.
  • Make all your faces as even-sized squares as possible
  • Try to use circular loops in areas where joints in your model will bend – for smoother bends

 

Asset Management

Asset management is very important and should be important to everyone as it shows how organised one individual is. The way you manage your folder and structure it is very important in order to find the work that you have saved without having to go through the trouble of going through ten unnamed folders and searching for it. It is also very important as in some cases the work gets viewed by another individual and realistically they should be able to find it easily without having any problems.

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Not having your folders organised will mean that the work is 10 times more likely to get lost without being found.

As I started working with the program Maya I have realised that it is very important to save work. I have many times came across a situation where I would rush the saving process at the end of the lesson and wouldn’t be able to find it the next time which was just a waste of my time. Now I save the scene at the beginning so that when I finish I know exactly where it will be. By doing that it makes an individual present themselves better but also makes them look more organised and serious.

The default format that Maya saves in is MIFF. Saving in this format has been said to reduce work loss.

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