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Details
in Materials
by Montree T. (easyyong@hotmail.com) - Smoke3dStudio
I
have shown step by step how to light an interior scene
in my recent tutorials. This chapter will go into the details about
materials to enhance them to create a more realistic scene.
1. Quickly flash back to the recent tutorial, step 1, create the
ambient light of the area by placing omni lights (ambient only)
in the middle of the room as the main ambient color. Make the far
attenuation range fit to the room and place skylight ambient lights
(light blue omni with ambient only) on the roof top. This will
create the effect of the skylight scattered around the roof and walls.
The scene below show the space bring lit up with the "AMBIENT
ONLY" omni.
The ambient pass is successfully done.
Step 1, create the whole ambience
Tips: In this step, we may not put in all of the real materials
into the scene first as some materials have reflections or whatever
that make the rendering time longer . I assign a white color material
to all the objects first. This is to make the entire scene lighting
easier to control, as we can see the brightest and darkest part
of all the object clearer and more accurate with white color.
Step 2, diffuse and specular pass created by adding: 1. Free direct
(diffuse and specular) to cast indirect illumination shadows (soft
shadow) 2. Skylight by placing blue omni (diffuse and specular) use
cast shadow. We can replace the white color with the real materials
in this stage to correct all detail of specular and diffuse color
and levels.
Step 2, diffuse and specular pass created
Step 3, The brightest part will be added in this stage. Sunlight
and indirect illumination of sunlight from the floor and walls.
See how and
where
I place these lights in the scene below.

Step 3, Brightest part to be added in this stage
2. Details in mapping and materials.
Sometimes if we re-use materials in our library they
don't work well in another scene.
It doesn't go well or match with the current lighting ie. no specular
or reflection is too bright. Making the reallistic material in a
big scene or a scene that is lit up with many lights is not as
easy as a still light image that require less number of light.
I suggest
that we should go into the material details after we've finished
lighting up the scene. The concept is to fake the material's physical
condition to make it more realistic. In this
tutorial I will mentionded a few examples so that you can be apply
it to your own files.
Step 4, Caustics. I found that the sunlight illumination from the
floor to the environment is not reallistic enough. I placed 2 omnis
at the
small wavy water and applied a projector map into it, using cellular
maps. The cellular map on a projector give the effect nearest to
real caustics.

Step 4, Caustics
Cellular map as a projector map
Step 5. One day I walked in to a huge
building lobby with an all granite floor. I noticed that
the granite floor had an ood reflection even though it looked
like
a smooth
plain floor. The reflection looks distorted and scattered into pieces
and doesn't join together. I went back home and tried to fake this
effect but no such option existed in the raytrace material (or I
don't know about it). I solved the problem by drawing
the granite piece
by piece and joining them together, but I found I was wasting so
much time and the edge of each granite did not join correctly
with
our
eye's estimation.
2.1 Distortion effect. In this scene, I drew a plain as another
layer of the foreground floor with 8x8 segment, assign marble material
to it and a UVW map. I also added a noise modifier to it. This is
to give every piece of marble some texture so that it is not too
flat. When rendered, we will see
the distorted
reflection on the marble continually in every piece of marble because
the whole polygon on plain is in the same smoothgroup. The distortion
appeared on the marble because of the noise modifier. I added editmesh
modifier to give each polygon a different smoothing group numbers.
I then extruded some rectangle polygons randomly, and very slightly
and rendered again. The distortion of
the
reflection
now seems
independent just like in real life... and that's the effect I want.
Normal reflection of flat marble floor
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Distorted
reflection appears continuous on the marble floor as the whole polygon
is in the same smoothing group number.
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picture. Distortation appears independently piece by piece as from
the different smoothing grou
2.2 Faking physical conditions of materials to match the
lighting in the scene. At the begining of this drawing,
I used the material from my library but when I made the
final rendering, the specular level appeared
acceptable but didn't have enough details to make the
scene more realistic. Actually the specular level of
the original material is adjusted correctly. I faked
the rendering again by increasing the specular level
to make the apperance of scratches (I used scratch map for specular
level map) appear more obvious. Not only was the specular wrong,
but the diffuse level or bump map parameter may be changed to
be more obvious in other scene. Remember that material
follows light whenever there are more lights in the scene but light
can follow
material when there are less lights in the scene.
Normal material in library
Increasing the specular level to enhance the realism
and to match the light.
Final
rendering
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