In the course of finalizing my Balloonman project, I was so bumped by the bump map. To me, it is so tricky to get the hang of. Especially if we have complicated model with 'organic' shape (like Mr. Balloonman) that needs to be mapped correctly, so that I can place whatever features I want to be in his surfaces, in the right places.
Up to this day I still can't get the UV map work smoothly for my Ballonman, but that is for another post. This one is my note in my attempt of getting to know bump map and a bit of lighting effect.
1. So I worked with basic forms, polygonal spheres, to make it easy. I created a simple scene with 2 spheres, a wall and a floor.
2. I added bump map (cloth texture and leather), and rendered it without changing anything. As we can see, the result was horrible.
3. And so I began to manipulate the bump depth, bump value and 'Repeat UV' in the 'place2DTexture' tab. Cloth and leather each has different parameters, and so it took me a while to get to know what each parameter corresponds to.
4. The second render with the bump map adjusted was much better.
5. To get a better view of the objects, I added more lights. Here I put 3 lights (only 2 shows in the picture): the right one is area light, the top one is point light, and there is one on the left, a directional light.
6. Next I played around with their colors and effects. For directional light I use green, while point light is blue and area light is kind of pale purple.
7. I also put fog effect in the point light, and later a fractal noise in its color. The result is quite crazy as we can see here.
8. Up until this point I've been rendering with Maya software. Just to see the difference, I adjust the shadow and put the rendering configuration to mental ray. The shadows and edges are much better.







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