Wednesday, September 16, 2009

Session 4: Special Effects

Image courtesy of CPO Digital: http://cpodigital.blogspot.com/

Homework review

Get this week's files here.


Subjects:

IPR


Depth of Field
  • lower f-stop = more blur
  • use Heads Up Display > Object Details to get Distance from Camera
  • see DOF.mb 
  • Create > Measure Tools > Distance Tool and point-constrain one locator to the camera to create a sliding scale. Use the connection editor to connect distanceDimension1:Distance to renderCam:Focus Distance (see the file DOF2.mb)
Area Lights
  • computationally more expensive
  • yield softer lighting
  • emits a number of rays according to a two-dimensional area
  • size of light icon = brightness of light
  • produces softer, larger highlights
Volume Lights
  • allows light only in a specified boundary volume
  • easy control of light's range
  • falloff controlled by a color ramp in the Attribute Editor
Negative Light
  • for faked “shadows,” put a light of negative intensity in an area to suck light out of that area
  • use fast decay to contain it
  • volume lights are particularly well suited for faking shadows: emit ambient and turn off diffuse and specular
  • try using light linking or colored negative lights (hint: set it to the opposite of the color you want the shadow to be)

Light Effects

● Fog
  • use with point, spot, or volume lights
  • spot lights have intensity and spread
  • point lights have type (normal, linear, exponential), radius, and intensity
  • three types of fog in Maya: light, environment, and volume
  • light fog is the default and most common. it can cast dmap shadows (other types cannot). Control these shadows in the light’s attribute editor under Depth Map Shadow Attributes>Fog Shadow Intensity & Samples
  • change light fog to environment or volume by MM-dragging from the Hypershade (Volumetric Section) to the Light Fog attribute
  • Environment fog is not controlled by particular lights, but exists everywhere within scene. Doesn’t cast shadows. Look under Render Options in the Render Settings window to apply it.
  • Volume fog can exist within a volume primitive. Create>Volume Primitives. Adjust Dropoff type in Attribute Editor.
● Optical Effects
  • create an optical fx shader on your light by clicking the checkered texture button next to the Light Glow field
  • can create glows, halos, and lens flares
  • use sparingly!
● Gobos
  • create by mapping a texture to the color attribute of a light
  • can create Gobos in Photoshop, use procedural textures or images you find on the web – black and white work best for “shadows”



Homework: hauntedhallway.ma

 
 

 Images courtesy of ImagineFX: http://www.imaginefx.com

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