A tutorial covering the Scene Hierarchy in Goo Create. The Scene Hierarchy is a list of all of the entities used in the scene. It also includes a root node with document settings, entity visibility toggles and parent-child relationships.
Difficulty: Beginner
This tutorial covers the basics of using three types of lights (directional, point, and spot) in 3D scenes in Goo Create. It demonstrates how to toggle the visibility of lights, edit their properties like color and intensity, and cast shadows. The tutorial places a point light in a street lamp and duplicates a spot light to add a second car headlight, finishing by publishing the lit scene.
The making of iwasa house by ernesto delgadoNomer Adona
This document summarizes the process of creating the Iwasa House scene in SketchUp and VRay. [1] The author first modeled the ground mesh and placed base building geometry. [2] Grass and tree components were then modeled and placed in the scene using the Smart Drop plugin. [3] Materials were applied including textures for concrete, leaves, grass, and ivy. Rendering was done in VRay and post-production involved high pass filtering, adding water, sky, vignetting, and text.
Mini The Making of H hauz _VRAY 1.6 beta rendering challenge winnerNomer Adona
1. The document describes the process of creating a 3D scene in SketchUp with a large number of vegetation proxies. Various 3D models were converted to VRay proxy format and imported.
2. Materials were applied to objects like glass, wood, and water to create realistic reflections. Lighting was set up using an HDRI, VRaySun, and dome light.
3. After rendering, post-processing in Photoshop included levels, curves, and Color Efex Pro filters to enhance colors and details and add a vignette effect.
This document summarizes the steps taken to create a 3D rendering of a chair and lamp scene using SketchUp and Photoshop. Key steps included importing models, creating realistic materials, setting up lighting and camera, rendering with adjustments to improve quality, and post-processing in Photoshop including adding a gradient light layer to enhance realism. The purpose was to practice replicating the look of real photos as inspiration for simple scenes within the hardware limitations of an aging computer.
This document provides a 12-step tutorial for making photos more intense using Adobe Photoshop. The steps include cutting out the subject (a lime), adding dark and light gradients behind it, adjusting layers and blending modes, adding color adjustments and burns, and highlights to emphasize details and colors. With these simple steps, the tutorial aims to transform a photo into a more intense image.
After modeling a bungalow house in 3D and texturing it, the document discusses setting up lighting and camera in the scene. It then explains material and texture settings used like concrete, wood and glass. The Vray render settings are listed, followed by post-production steps in Photoshop like adding sky, plants and color balancing. Vignette and lens effects are applied to make the image more realistic, before adding a frame and watermark for presentation.
A tutorial covering the Scene Hierarchy in Goo Create. The Scene Hierarchy is a list of all of the entities used in the scene. It also includes a root node with document settings, entity visibility toggles and parent-child relationships.
Difficulty: Beginner
This tutorial covers the basics of using three types of lights (directional, point, and spot) in 3D scenes in Goo Create. It demonstrates how to toggle the visibility of lights, edit their properties like color and intensity, and cast shadows. The tutorial places a point light in a street lamp and duplicates a spot light to add a second car headlight, finishing by publishing the lit scene.
The making of iwasa house by ernesto delgadoNomer Adona
This document summarizes the process of creating the Iwasa House scene in SketchUp and VRay. [1] The author first modeled the ground mesh and placed base building geometry. [2] Grass and tree components were then modeled and placed in the scene using the Smart Drop plugin. [3] Materials were applied including textures for concrete, leaves, grass, and ivy. Rendering was done in VRay and post-production involved high pass filtering, adding water, sky, vignetting, and text.
Mini The Making of H hauz _VRAY 1.6 beta rendering challenge winnerNomer Adona
1. The document describes the process of creating a 3D scene in SketchUp with a large number of vegetation proxies. Various 3D models were converted to VRay proxy format and imported.
2. Materials were applied to objects like glass, wood, and water to create realistic reflections. Lighting was set up using an HDRI, VRaySun, and dome light.
3. After rendering, post-processing in Photoshop included levels, curves, and Color Efex Pro filters to enhance colors and details and add a vignette effect.
This document summarizes the steps taken to create a 3D rendering of a chair and lamp scene using SketchUp and Photoshop. Key steps included importing models, creating realistic materials, setting up lighting and camera, rendering with adjustments to improve quality, and post-processing in Photoshop including adding a gradient light layer to enhance realism. The purpose was to practice replicating the look of real photos as inspiration for simple scenes within the hardware limitations of an aging computer.
This document provides a 12-step tutorial for making photos more intense using Adobe Photoshop. The steps include cutting out the subject (a lime), adding dark and light gradients behind it, adjusting layers and blending modes, adding color adjustments and burns, and highlights to emphasize details and colors. With these simple steps, the tutorial aims to transform a photo into a more intense image.
After modeling a bungalow house in 3D and texturing it, the document discusses setting up lighting and camera in the scene. It then explains material and texture settings used like concrete, wood and glass. The Vray render settings are listed, followed by post-production steps in Photoshop like adding sky, plants and color balancing. Vignette and lens effects are applied to make the image more realistic, before adding a frame and watermark for presentation.
The document discusses two experimental photography techniques:
The Harris Shutter Effect uses three color filters - green, blue, and red - to capture the same scene in separate layers with each filter. This creates a multi-colored effect, especially for moving subjects like waves. It has become easier to create digitally using Photoshop.
The Light Writing Effect is created using a slow shutter speed between 4-30 seconds to capture the movement of a light source. By sequencing the exposed frames, it gives the illusion that the light is writing or drawing a word or image. Any light source can be used to produce this effect, which makes photographs more interesting by creating things that do not physically exist.
1. Apply a Gaussian blur to a duplicated layer set to Overlay blending mode to softly boost contrast. A Vivid Light blend gives a more dramatic effect.
2. Use selection tools to isolate a subject on its own layer, then apply filters like Dark Strokes to the background layer to add effects behind the subject.
3. Add color and drama by duplicating the layer and applying a Neon Glow filter in a complementary color at a low glow size and brightness. Set the blend mode to Overlay or Vivid Light.
4. Easily soften portraits by duplicating the layer and applying a low-opacity Gaussian blur. Adjust opacity until it looks dreamy.
This document describes new picture effects available in an app, including corrections that allow adjusting contrast, brightness, and sharpness. It also allows removing backgrounds to isolate items, layering objects on new backgrounds to create dynamic layouts, and layering objects with artistic effects for dramatic results. Examples are shown of mechanical flowers, Thailand, slide film, and long neck people.
The document discusses the Environment tab in Create, which defines the space surrounding 3D objects. It describes how to change the background color, add skyboxes and sky spheres, adjust fog settings, and experiment with ambient lighting and textures to set the mood and atmosphere of a scene.
This document provides instructions for making a simple kitchen model in SketchUp and rendering it using VRay. It includes steps for modeling basic components, applying textures and materials, lighting setup, render settings, and post-processing in Photoshop. Tips are also provided on making models detailed, avoiding dead space, and ensuring passion for the work.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
Using Adjustment Layers and Lighting in Photoshopnombre thera
Most photo adjustments can be found under Image > Adjustments and include Levels, Exposure, Hue/Saturation, and Color Balance. Adjustment Layers provide non-destructive editing and allow effects to be turned on/off or re-adjusted later. Other useful tools include iris and tilt-shift blur, lighting effects, and lens flares. When adding lighting effects, the image needs to be flattened first. Adjustments, blur tools, and lighting can be combined to dramatically alter the mood and feel of a photo from the original.
Matt Burniston created clouds in a production process by rendering clouds on a canvas, overlaying blue and purple tones, and adding further clouds and contrast. Stars were generated using noise at specific settings, selected with the magic wand tool, and given a glow by duplicating and blurring layers. A scrolling background was made using three strip slides - two originals and one flipped center slide - seen as a ratio of the canvas and creating an infinite scroll. The experimentation resulted in keeping a health bar. Main sprites were drawn and shaded in layers of differing opacities using selected darker tones painted around to build up shading and texture.
Photoshop Basics - Review of All Toolsnombre thera
This document provides an overview of various tools and techniques in Photoshop CS6 for selecting, editing, and adjusting images. It describes selection tools like the marquee, lasso, and magic wand tools. It also covers content-aware tools, cloning and healing brushes, and tools for filling, blurring, sharpening, and distorting selected areas. Additional sections explain how to adjust text styles, use guides and transforms, work with shapes and layers, make selections using alpha channels, and apply effects like lighting, blurring, and textures using filters and brushes. Adjustment layers and defining custom brushes are also briefly covered.
1. The document discusses techniques used in Adobe After Effects to create a double exposure effect from time lapse footage. Key steps included duplicating the time lapse layer, adjusting one layer's color to match the original, and shifting it to overlay the images.
2. One layer was placed in monochrome to more easily see the contrast from layering clips. The green screen background was removed using the keylight tool, and screen matte was used to define the figure's edges for the double exposure.
3. An alpha layer was applied as a mask to the time lapse composition, creating the double exposure effect by leaving the outlined silhouette. Further depth could be added by manipulating shadows, though the
The document outlines steps to adjust image tone and color using imaging software. It discusses tools like color levels, brightness, contrast, shadows, mid-tones and highlights. These tools are accessible via adjustment layers in Photoshop and allow preserving the original image. Common adjustment tools discussed are Brightness/Contrast, Levels, Curves, Vibrance, Hue/Saturation, and Color Balance. Adjusting brightness and contrast makes images brighter. Adjusting levels increases overall contrast. Curves achieve overall midtone/shadow/highlight shifting. Vibrance makes colors richer. Hue/Saturation fine-tunes colors. Color Balance alters white balance and gives images different looks.
The video uses techniques like double exposure to explore juxtapositions between urban and nature, black and white, and unity and disintegration. Double exposure was used to enhance imagery rather than as a special effect. Mocha and After Effects were used to track movements and overlay exposures of a person onto tree footage. Shots include a close up of a bare back to portray intimacy from a low angle, an extreme close up of a hand with overlaid cracked paint, and an end credit shot created through filming water droplets in an inch of water in a tank.
This document provides an analysis of the opening title sequence for the TV show True Detective. It describes various shots from the sequence in detail, noting aspects like shot length, type, angle, mise-en-scene, and how effects like double exposure are used. It praises the sequence for its symbolic religious imagery and how it portrays the internal struggles of characters through layered shots. The analysis seeks to understand the technical aspects of how the sequence was created and draws inspiration for other title sequences.
This document provides instructions for how to use various tools and features in Google Earth, including how to zoom to locations, create and edit placemarks, add polygon boundaries, set up and record tours, overlay images, and share files in KMZ format. Key steps include typing locations in the "Fly To" box to zoom, using the pushpin tool to add placemarks, the polygon tool to draw boundaries, and the movie camera to record tours. Files can be saved and shared by right clicking on places and choosing "Share/Post" to create a KMZ file attachment.
Bárbara Chirinos is the subject of this document. She has a Venezuelan national identification card number of 25.222.043. This brief document provides the name and national ID number of Bárbara Chirinos.
This document provides furniture and decor recommendations and pricing for the Dye Family Room. It includes a sectional sofa, swivel chair, area rug, coffee table, console table, sofa, barrister chair, additional rug, and sofa table. The style is described as incorporating bright punches of color and geometric patterns or alternatively, light, fresh, sea glass inspired tones. The total cost for all items, before tax and shipping, is approximately $15,000 with a 20% discount applied to most items.
Results proven sales and brand strategist with a history of maximizing revenue, driving market share and position products for explosive growth. An accomplished, energetic, experienced and innovative results driven leader with proven ability to create, develop and execute the entire gamut of products and services that tangibly increase a businesses revenue stream. Excellent communication and public speaking skills. Driver of change noted for creating winning environments, building top performing teams and cross functional collaboration. Bilingual - Spanish. Key strengths:
Sales • Training and Development • Business to Business Sales • Sales Management
Pipeline Maintenance • Business Development • Coaching • Leadership Development
Change Management • Executive Leadership • Executive Management • Microsoft Office • Global Sales
Channel Sales • Real Estate • Communication Skills • Advertising Sales • Digital Advertising
Interpersonal Skills • Digital Media
Boudourides et al., Transitions and Trajectories in Temporal Networks with Ov...Moses Boudourides
This document proposes a methodology for analyzing transitions and trajectories in temporal networks where activity times overlap. It defines key concepts like transitions, translations, and trajectories. It also provides examples of applying this methodology to analyze transitions and trajectories in sample one-mode and two-mode temporal networks, including generating graphs of transitions and statistics.
The document discusses two experimental photography techniques:
The Harris Shutter Effect uses three color filters - green, blue, and red - to capture the same scene in separate layers with each filter. This creates a multi-colored effect, especially for moving subjects like waves. It has become easier to create digitally using Photoshop.
The Light Writing Effect is created using a slow shutter speed between 4-30 seconds to capture the movement of a light source. By sequencing the exposed frames, it gives the illusion that the light is writing or drawing a word or image. Any light source can be used to produce this effect, which makes photographs more interesting by creating things that do not physically exist.
1. Apply a Gaussian blur to a duplicated layer set to Overlay blending mode to softly boost contrast. A Vivid Light blend gives a more dramatic effect.
2. Use selection tools to isolate a subject on its own layer, then apply filters like Dark Strokes to the background layer to add effects behind the subject.
3. Add color and drama by duplicating the layer and applying a Neon Glow filter in a complementary color at a low glow size and brightness. Set the blend mode to Overlay or Vivid Light.
4. Easily soften portraits by duplicating the layer and applying a low-opacity Gaussian blur. Adjust opacity until it looks dreamy.
This document describes new picture effects available in an app, including corrections that allow adjusting contrast, brightness, and sharpness. It also allows removing backgrounds to isolate items, layering objects on new backgrounds to create dynamic layouts, and layering objects with artistic effects for dramatic results. Examples are shown of mechanical flowers, Thailand, slide film, and long neck people.
The document discusses the Environment tab in Create, which defines the space surrounding 3D objects. It describes how to change the background color, add skyboxes and sky spheres, adjust fog settings, and experiment with ambient lighting and textures to set the mood and atmosphere of a scene.
This document provides instructions for making a simple kitchen model in SketchUp and rendering it using VRay. It includes steps for modeling basic components, applying textures and materials, lighting setup, render settings, and post-processing in Photoshop. Tips are also provided on making models detailed, avoiding dead space, and ensuring passion for the work.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
Using Adjustment Layers and Lighting in Photoshopnombre thera
Most photo adjustments can be found under Image > Adjustments and include Levels, Exposure, Hue/Saturation, and Color Balance. Adjustment Layers provide non-destructive editing and allow effects to be turned on/off or re-adjusted later. Other useful tools include iris and tilt-shift blur, lighting effects, and lens flares. When adding lighting effects, the image needs to be flattened first. Adjustments, blur tools, and lighting can be combined to dramatically alter the mood and feel of a photo from the original.
Matt Burniston created clouds in a production process by rendering clouds on a canvas, overlaying blue and purple tones, and adding further clouds and contrast. Stars were generated using noise at specific settings, selected with the magic wand tool, and given a glow by duplicating and blurring layers. A scrolling background was made using three strip slides - two originals and one flipped center slide - seen as a ratio of the canvas and creating an infinite scroll. The experimentation resulted in keeping a health bar. Main sprites were drawn and shaded in layers of differing opacities using selected darker tones painted around to build up shading and texture.
Photoshop Basics - Review of All Toolsnombre thera
This document provides an overview of various tools and techniques in Photoshop CS6 for selecting, editing, and adjusting images. It describes selection tools like the marquee, lasso, and magic wand tools. It also covers content-aware tools, cloning and healing brushes, and tools for filling, blurring, sharpening, and distorting selected areas. Additional sections explain how to adjust text styles, use guides and transforms, work with shapes and layers, make selections using alpha channels, and apply effects like lighting, blurring, and textures using filters and brushes. Adjustment layers and defining custom brushes are also briefly covered.
1. The document discusses techniques used in Adobe After Effects to create a double exposure effect from time lapse footage. Key steps included duplicating the time lapse layer, adjusting one layer's color to match the original, and shifting it to overlay the images.
2. One layer was placed in monochrome to more easily see the contrast from layering clips. The green screen background was removed using the keylight tool, and screen matte was used to define the figure's edges for the double exposure.
3. An alpha layer was applied as a mask to the time lapse composition, creating the double exposure effect by leaving the outlined silhouette. Further depth could be added by manipulating shadows, though the
The document outlines steps to adjust image tone and color using imaging software. It discusses tools like color levels, brightness, contrast, shadows, mid-tones and highlights. These tools are accessible via adjustment layers in Photoshop and allow preserving the original image. Common adjustment tools discussed are Brightness/Contrast, Levels, Curves, Vibrance, Hue/Saturation, and Color Balance. Adjusting brightness and contrast makes images brighter. Adjusting levels increases overall contrast. Curves achieve overall midtone/shadow/highlight shifting. Vibrance makes colors richer. Hue/Saturation fine-tunes colors. Color Balance alters white balance and gives images different looks.
The video uses techniques like double exposure to explore juxtapositions between urban and nature, black and white, and unity and disintegration. Double exposure was used to enhance imagery rather than as a special effect. Mocha and After Effects were used to track movements and overlay exposures of a person onto tree footage. Shots include a close up of a bare back to portray intimacy from a low angle, an extreme close up of a hand with overlaid cracked paint, and an end credit shot created through filming water droplets in an inch of water in a tank.
This document provides an analysis of the opening title sequence for the TV show True Detective. It describes various shots from the sequence in detail, noting aspects like shot length, type, angle, mise-en-scene, and how effects like double exposure are used. It praises the sequence for its symbolic religious imagery and how it portrays the internal struggles of characters through layered shots. The analysis seeks to understand the technical aspects of how the sequence was created and draws inspiration for other title sequences.
This document provides instructions for how to use various tools and features in Google Earth, including how to zoom to locations, create and edit placemarks, add polygon boundaries, set up and record tours, overlay images, and share files in KMZ format. Key steps include typing locations in the "Fly To" box to zoom, using the pushpin tool to add placemarks, the polygon tool to draw boundaries, and the movie camera to record tours. Files can be saved and shared by right clicking on places and choosing "Share/Post" to create a KMZ file attachment.
Bárbara Chirinos is the subject of this document. She has a Venezuelan national identification card number of 25.222.043. This brief document provides the name and national ID number of Bárbara Chirinos.
This document provides furniture and decor recommendations and pricing for the Dye Family Room. It includes a sectional sofa, swivel chair, area rug, coffee table, console table, sofa, barrister chair, additional rug, and sofa table. The style is described as incorporating bright punches of color and geometric patterns or alternatively, light, fresh, sea glass inspired tones. The total cost for all items, before tax and shipping, is approximately $15,000 with a 20% discount applied to most items.
Results proven sales and brand strategist with a history of maximizing revenue, driving market share and position products for explosive growth. An accomplished, energetic, experienced and innovative results driven leader with proven ability to create, develop and execute the entire gamut of products and services that tangibly increase a businesses revenue stream. Excellent communication and public speaking skills. Driver of change noted for creating winning environments, building top performing teams and cross functional collaboration. Bilingual - Spanish. Key strengths:
Sales • Training and Development • Business to Business Sales • Sales Management
Pipeline Maintenance • Business Development • Coaching • Leadership Development
Change Management • Executive Leadership • Executive Management • Microsoft Office • Global Sales
Channel Sales • Real Estate • Communication Skills • Advertising Sales • Digital Advertising
Interpersonal Skills • Digital Media
Boudourides et al., Transitions and Trajectories in Temporal Networks with Ov...Moses Boudourides
This document proposes a methodology for analyzing transitions and trajectories in temporal networks where activity times overlap. It defines key concepts like transitions, translations, and trajectories. It also provides examples of applying this methodology to analyze transitions and trajectories in sample one-mode and two-mode temporal networks, including generating graphs of transitions and statistics.
Multilayerity within multilayerity? On multilayer assortativity in social net...Moses Boudourides
This document discusses assortative mixing and partitions in multilayer networks. It defines graph partitions, ordering of partitions, self-similarity of partitions, and how partitions can be viewed as enumerative attribute assignments. It then defines the assortativity coefficient of a partition to measure how strongly vertices in the same group of a partition are connected. Finally, it discusses how to measure assortativity between two different partitions of a graph by focusing on their intersection partition.
The canvas menu contains controls for shading mode, camera selection, and gizmo switch. The canvas displays the scene and includes a default camera for panning, rotating, and zooming. Keyboard shortcuts allow rotating, panning, and zooming the camera view. The scene hierarchy displays all scene entities and relationships. Entities consist of components like materials, transformations, and geometry that can be accessed by selecting an entity. Navigation buttons in the top bar allow exporting scenes, creating primitives, and accessing the asset library.
My Great Grandfather, Thomas Frank Benson, was an engineer in the R.A.F. during WWII, he was stationed all around the UK and then in 1944 he was told to go to India. It was at this time he wrote a diary and took a vast amount of photos, showing every day life in India from the end of 1944 to the start of 1946. In a time where travelling around the world was extremely difficult and very uncommon, he got the chance to see and experience a country completely alien to 40s Britain and this book uncovers the experiences and emotions he had.
This document discusses research by Helen E. Fisher exploring the natural leadership talents of women. It describes how women's brains have evolved to enable skills like web thinking, intuition, mental flexibility, long-term planning, creativity, and strong verbal and social skills. These talents are well-suited to modern business environments that value qualities like complexity, ambiguity, and flexibility. While acknowledging diversity between individuals, the document argues that on average, women possess innate abilities that make them well-equipped for leadership roles.
This document provides furniture and decor recommendations and pricing for the Dye Family Room. It includes a sectional sofa, swivel chair, area rug, coffee table, console table, sofa, barrister chair, additional rug, and sofa table. The style is described as incorporating bright punches of color and geometric patterns or alternatively, light, fresh, sea glass inspired tones. The total cost for all items, before tax and shipping, is approximately $15,000 with a 20% discount applied to most items.
This book shares the author's life experiences and thoughts on achieving peace of mind. It covers topics like being content with what you have, focusing on quality over quantity, forgiving others, counting your blessings, and living in the present moment. The author's goal is to inspire readers and provide helpful perspectives, especially when facing difficulties, by suggesting we make positive choices and focus on happiness, love, and peace.
Art 2100 Online syllabus summer i 2016Lydia Dorsey
This document provides information about an online art history course titled ART 2100: Introduction to Art and Architecture offered during the summer semester. The course is a survey of Western art history from early human civilization to the present day. It will be taught online from May 11th to June 17th by instructor Lydia Dorsey. Students will analyze paintings, sculptures, architecture and other art forms within their historical and cultural contexts. Assessment will include online discussions, essays, a midterm exam and a final exam. The course aims to fulfill general education and cross-cultural awareness requirements at Clemson University.
The document provides furniture and decor selections and pricing for dyeing a living room, including a Penrose sofa, Baldwin chair, Rexford rug, Sierra coffee table, and Broche chandelier in the first section. The second section suggests a Marion sofa, Lincoln chair, Dimensions rug, Tivoli coffee table, and Colter console table in soothing tones. The third section describes a tone on tone look using rich chocolate browns and creamy neutrals.
The document discusses various material types and their attributes in Maya including Lambert, Phong, Blinn, Anisotropic, Ramp Shader, Ocean Shader, Layered Shader, Shading Map, Surface Shader, and Use Background. It also covers texture mapping, procedural maps, assigning materials to surfaces, and basic information about cameras and lighting in Maya such as camera types, camera settings, and animating the camera.
This document discusses various lighting techniques used in visual media such as film, photography, and theater. It describes three-point lighting, key lights, fill lights, back lights, and how they are positioned and used. It also discusses four-point lighting, green screen lighting setups, and considerations for stage lighting such as visibility, motivation, mood, composition, color, intensity, and direction of lights.
The document outlines an experimental photography project involving double exposure, zoom burst, and post-production techniques. The student plans to create double exposures by merging two contrasting images, and zoom burst photos exploring different camera settings. They will require a DSLR camera and locations in York and Leeds. A schedule is provided detailing planned shoots on specific dates with intended subjects and equipment. Contact sheets are included showing initial results.
Texture mapping involves applying digital image patterns or "textures" to 3D computer graphics to make objects appear more realistic. Textures can be created by taking photos, scanning images, using texture libraries, or drawing patterns. UV mapping assigns texture pixels to 3D surface polygons to apply textures while avoiding distortion. Bump mapping simulates rough surfaces without increasing polygon count by artificially tilting surface normals. Environmental mapping reflects background images like clouds onto shiny surfaces to add realism.
The document discusses immersive design for 3D experiences. It covers topics like the immersive experience in 3D, affordances, multimodal experiences, ideation, innovation, human factors, creating prototypes, using materials, textures, lighting, cameras, scenes, rendering, and 3D file formats. The key aspects of immersive 3D design discussed are using 3D primitives to create more complex shapes, applying materials and textures, setting up proper lighting and cameras, and optimizing file size for performance. Rendering converts the 3D scene into a final output, while different 3D file formats have varying levels of included properties and complexity.
This document provides a 14 step tutorial for creating a colorful art piece with a textured splatter design and text. The steps include:
1) Creating a blue background layer and adding darker and lighter tones of blue to give it depth.
2) Creating a splatter shape using the pen tool, filling it with a desaturated texture, and adding shading and lighting effects to make it appear 3D.
3) Generating 3D text using Xara3D software, saving it, and adjusting it in Photoshop to fit within the design. Reflections and gloss are added to further enhance the text.
4) Providing additional touch-ups and corrections to improve lighting and shading throughout
Texture mapping involves adding graphics like photographs or designs to 3D polygon objects to make them appear more realistic. Shaders describe an object's material properties like how light is reflected. UV mapping projects a 3D model onto a 2D plane to make texture application easier. Specularity defines how surfaces reflect light to appear shiny. Normals indicate surface direction. Bump maps simulate small surface details without extra geometry. Transparency maps use black/white values to determine opacity. Normal maps store surface orientation data to mimic detail. Baking combines textures, materials, and lighting into single images to streamline rendering.
Almost everything you see on the screen is created by Shader. The only reason that you don't have to deal with shaders when beginning with game development is: the game engine or the graphic library handle it automatically for you to render objects in a default way. Sooner or later, you would want to control the shader yourself. And this series (Unity Shader Graph) is made for that purpose: Help you understand the shader.
In this presentation, we're gonna figure out what a shader is and do some experiments with a completed shader called [URP/Lit].
The document provides a detailed log and evaluation of the process of designing magazine covers and spreads for a fictional film magazine. It describes the many steps taken to design elements like the cover background, central images, lighting effects, titles, headlines and articles. Photographs were edited and elements like logos and lens flares were added. The final designs were reviewed and the production process was considered to be well-managed based on documentation of each stage.
In photography, Blur refers to an image (or sections of an image) that are not sharp. This is frequently brought about by camera shake, and it’s a mix-up that you ordinarily need to stay away from.
The document provides instructions for setting up and composing still life photographs in 4 steps. Step 1 discusses arranging objects and considering lighting and design principles. Step 2 addresses composition techniques like levels, open/closed forms, symmetry, and rhythm. Step 3 suggests using simple backdrops, varied lighting angles to make the scene more dynamic. Step 4 gives tips for positioning key, fill, and additional lights to properly illuminate the subject. The document then provides a case study example and some useful hints on subjects like backdrops, glass, and small objects.
Textures allow images to be mapped to materials to create detailed effects like wood grain or metal surfaces. Textures are applied in the material properties and can be dragged between mapping types. KeyShot supports various texture mapping types including planar, box, spherical, cylindrical, and UV coordinates projection. The interactive mapping tool allows fine-tuning texture position, rotation, scaling, and alignment on 3D models. Color, specular, bump, and opacity maps can be used to recreate realistic materials by replacing basic colors or adding surface details and transparency without complex modeling.
The document describes techniques used to edit photographs to create desired effects. It discusses using the lasso tool to cut out and overlay an eye from one photo onto another to make it appear the subject is looking at something. Opacity and blur tools were used to blend the cutout. Curves and levels adjustments were made to enhance shadows, highlights, and exposure. The black and white filter was applied to give images a creepy aesthetic by altering color qualities. Minor adjustments with these tools can create dramatic changes to accentuate a creepy vibe for images meant to represent fear through aesthetics.
Here are some suggestions for revising the storyboard based on the feedback:
- Adjust the target age range to 6-9 years old as suggested. Make any necessary changes to simplify vocabulary, concepts, etc.
- Add page dimensions (e.g. 10 pages, size 21cm x 22cm as stated in proposal)
- Provide more context for the audience such as location, gender, etc. Could set it in a suburban neighborhood with both boys and girls as readers.
- Simplify some of the illustrations to be clearer for younger viewers. Less complex backgrounds.
- Add dialogue or thought bubbles to convey story more clearly through images alone.
- Consider changing plank crossing to a bridge to
This Photoshop tutorial teaches intermediate composition techniques including color balancing, hue/saturation, and blending modes. Over the course of 11 steps, the tutorial guides the user in combining various stock images to create a Halloween-themed composite scene. Key steps include adding images like a witch, pumpkins, and clouds; adjusting colors of elements using tools like hue/saturation and color balance; and refining the composition by erasing certain image areas and overlapping elements. The final result is intended to enhance the user's skills in professional image composition and combining multiple assets into a cohesive design.
This document discusses advanced computer graphics and realistic image generation techniques. It covers topics like modeling objects, lighting, rendering, visible surface determination, shading, textures, shadows, transparency, camera models, and anti-aliasing. Realism involves modeling objects and lighting conditions, determining visible surfaces, calculating pixel colors based on light reflection, and supporting animation. Rendering techniques like line drawings, shading, and shadows add information to convey depth. Anti-aliasing reduces jagged edges by using techniques like supersampling and weighted area sampling.
1. Apply a Gaussian blur to a duplicated layer set to Overlay blending mode to softly boost contrast. A Vivid Light blend gives a more dramatic effect.
2. Use selection tools and filters like Dark Strokes on a copied layer to add effects just to the subject. Adjust opacity to control the effect.
3. Add color and drama by duplicating the layer, applying a Neon Glow filter in a complementary color, and using Overlay or Vivid Light blending modes.
4. Softly blur a duplicated layer at 50% opacity for an easy, dreamy effect good for portraits.
Lighting in television or film is a fundamental part of any production.This presentation includes nature of light,color,color temperature,white balance,basic lights,anatomy of human eye, .....and many more.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, modeling accurate objects, applying high-quality materials, using proper lighting, camera placement, and animation can produce a high-quality rendered scene.
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5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
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Goo Create - Material Fundamentals
1. What is a project without colours or textures? Not much, to get more life into your scenes it is important to know the
fundamentals of the powerful and essential Material Component.
Let’s get right in to it!
Material Fundamentals
The basics of adding colours and textures
2. For this tutorial, the focus will be on Diffuse, Specular, Emissive and Ambient. A cool Sci-Fi ball will be created.
As this is the Material fundamentals a few areas will be left for future tutorials. Things like Normal map input, Opacity
and Reflectivity will be covered in another tutorial together with the bottom part of the Material Component.
3. This is the basic look of the different properties in the Material Component. A color channel where you can select the
color value of the property and then the texture input where you add 2d images to be placed on the model. Use the
eye icon to disable the color. Note that the default color varies between the properties. Also remember that changing
the color input will tint the texture with the selected color.
4. Start by creating a new scene and delete the “default light” from the hierarchy, this is the default light setup which is
not wanted for this exercise.
Then simply create sphere from the + CREATE menu, adjust all the properties in the Material Component so the color
channels are set to black. The sphere should be completely black and without any lights in the scene.
5. Lights and colors go hand in hand and a lot of the settings in the Material panel react to the lights in your scene.
Place a directional light over the sphere and rotate it about -25 degrees in the X axis.
Since everything is set to black the light should not affect the sphere and it will still be completely black.
6. Great, let's get stuff happening here. Increase the Diffuse color to white and the sphere will be affected.
Color or “Diffuse” is the surface brightness of an object. It’s completely dependent on the lights in your scene and
appears where it’s facing the light source, with its strongest value perpendicular to the source. Rotating the light will
show you this effect.
7. Adding a texture to a channel will wrap the image around the sphere. The part of the texture that is lit by the light will
be visible.
There are a few different ways to add textures, the most useful and common way to do it is to use the drag and drop
feature. Grab an image anywhere of the computer and drop it to the wanted property, the field will light up to indicate
that you are in a drop friendly zone.
8. Specularity is used for the highlight and the roughness of the material’s surface. It works to some extend in the same
way as the diffuse property, both of them are determined by the lights in your scene. The big difference is that
specularity is depending on the observer's angle of view. Which results in that the highlight “moves” across surface.
The shininess slider controls the highlights concentration, where a high value gives a dense highlight seen in
polished surfaces like car paint. A low value gives more spread to the highlight as in brushed metal.
9. In this example a bit of blue tint is set in the color input of the Specular. A lower shininess value is used to get a
bigger highlight.
With a texture you can further define where and how the highlight should be and look. The black parts of the map
don't allow any specularity to go through and the white parts let everything pass. Experiment further with different
maps to get other results.
10. To be able to manipulate how the image is wrapped on the sphere go to the the Geometry Component, it’s right
above the Material Component and change the Texture mode to Polar. This will give you a better result in this
exercise. The primitives in Create all have different Texture modes to achieve the wanted result. This is similar to UV
maps for custom meshes, which is a big subject on its own.
11. The Emissive property is associated with strong light, glow, high temperature etc. Use it for faking a light source or
something that is emitting light. This property can be used regardless of having a light or not in your scene, but it is
still affected by other properties as it gets screened on top of the rest of the layers.
For this example let’s put a strong orange color together with a texture of glowing hexagons.
12. Next up, the Ambient property, used mainly for the base lighting of an object, also light bakes and occlusion maps are
inserted here.
The hexagons facing away from the light have been pitch black until now as no light hits that side, connecting a map
to the Ambient gives the illusion that some reflected light is bouncing of the backside of the sphere. With a mid grey
in the color channel the effect is subtle but effective.
13. Lets end this tutorial by publishing our Sci-Fi ball scene by clicking on Export Scene in the top navigation bar and
then pressing publish. In order to share your scene simply publish your resulting link.
You’re done!
Great job, you have mastered the Material fundamentals