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WEEK 6: TEXTURE MAPPING

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Enables user to give the object a specific colour, apply a pattern, adjust ... Specular highlights are the bright reflections of light seen on glossy objects ... – PowerPoint PPT presentation

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Title: WEEK 6: TEXTURE MAPPING


1
WEEK 6 TEXTURE MAPPING
2
Mapping Defined
  • Mapping (or texture mapping)
  • Process of developing and assigning material
    attributes to an object
  • Enables user to give the object a specific
    colour, apply a pattern, adjust its shininess,
    etc

3
  • Material
  • The encompassing term for all the different
    attribute settings that are assigned to an
    objects surface
  • Might be identified by a name. Example. Shiny
    Red Plastic

4
  • Surface Attributes
  • Refer to the basic material settings, such as
    colour, Shininess, Transparency, etc.
  • Affect all all parts of an object equally

5
  • Texture
  • Refers to a bitmapped image, either scanned or
    painted
  • Sample textures might include a scan of a block
    of wood that captures its grain patterns, a
    painting of rusty metal, 2D logo, etc

6
  • Textures can be used to vary surface roughness,
    transparency, and colour of an object

7
Light and Colour
  • Three different colour sources
  • 1. Ambient
  • 2. Diffuse
  • 3. Specular

8
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9
Surface Attributes
  • The most basic type of material settings
  • Most of these attributes are set with sliding
    controls or type-in boxes in the material editing
    section

10
  • Surface Attributes
  • 1. Colour
  • 2. Shininess
  • 3. Specularity
  • 4. Transparency
  • 5. Falloff
  • 6. Index of Refraction
  • 7. Luminosity

11
Colour
  • Combination of three elements
  • 1. Hue
  • 2. Saturation
  • 3. Value

12
Shininess
  • Overall reflective nature of the object
  • A measure of an objects surface gloss
  • Shininess has an effect on the size of the
    specular highlight

13
Specularity
  • Adjusts the intensity of the objects highlight
  • Specular highlights are the bright reflections of
    light seen on glossy objects
  • Specularity and Shininess work together to define
    objects glossiness Metallic and plastic
    materials

14
Transparency (Opacity)
  • Transparency and Opacity are opposite terms both
    used to control the amount of light that can pass
    through an object
  • Example.
  • Transparency 100 OR
  • Opacity 0
  • Object ? Is invisible

15
  • Example.
  • Transparency 0 OR
  • Opacity 100
  • Object ? Is opaque

16
Refraction
  • Controls the degree to which light is bent when
    it passes through a translucent object ?
    simulates realistic bending of light when it
    passes through different materials

17
  • A setting of 1.0 means no refraction occurs
    higher numbers increase the amount of bending
  • Is supported only in programs that do ray tracing

18
Luminosity (Self Illumination)
  • Adjusts how much an object appears to be lit from
    within
  • As luminance is increased, it flattens out the
    effects of the ambient and diffuse light sources

19
  • 0 is completely unlit, while 100 is totally
    self-illuminated

20
Map Channels
  • Textures (maps) can be derived from scanned
    images, 2D paint work, mathematical processes,
    etc
  • The surface attributes of the material that can
    accept an image are called map channels

21
  • Four basic categories
  • 1. Diffuse
  • 2. Bump
  • 3. Reflection
  • 4. Opacity

22
Procedural Textures
  • Procedural textures require no mapping
    coordinates less memory than bitmapped textures
  • Procedural noise can be used ? to add realistic
    variation to any type of texture, or be applied
    as bump map

23
Tiling
  • A method of repeating one image over a large area
  • Use less memory but some drawbacks look too
    uniform, tiles have a tendency to show seams or
    patterns because the images are all lined up in
    neat rows

24
Face Mapping
  • Causes the bitmap image to conform to each face
    of the object individually
  • No mapping coordinates are required, but the
    bitmap may be deformed depending on the size and
    shape of the faces

25
Mapping coordinates
  • Are a set of coordinates that specify the
    location, orientation, and scale of any textures
    applied to an object

26
  • Image (XY) Coordinates
  • Mapping (UVW) Coordinates
  • Planar Coordinates
  • Cylindrical Coordinates
  • Spherical Coordinates
  • Cubic Coordinates
  • Wrap Coordinates
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