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Lab 2 Manual - Student - 2223

The document provides instructions for completing four tasks as part of a Lab 2 assignment on rendering. Students must complete all four tasks by 23:59 and submit their work as a single zip file through Blackboard. They have the option to demonstrate their work in class or through video recordings by the deadline. Late submissions and inaccessible video links will be subject to mark deductions. The four tasks involve lighting and cameras, using a sun positioner, applying diffuse/bump/specular maps, and UVW mapping of a pavilion model with 36 steps.

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吳先生
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0% found this document useful (0 votes)
46 views

Lab 2 Manual - Student - 2223

The document provides instructions for completing four tasks as part of a Lab 2 assignment on rendering. Students must complete all four tasks by 23:59 and submit their work as a single zip file through Blackboard. They have the option to demonstrate their work in class or through video recordings by the deadline. Late submissions and inaccessible video links will be subject to mark deductions. The four tasks involve lighting and cameras, using a sun positioner, applying diffuse/bump/specular maps, and UVW mapping of a pavilion model with 36 steps.

Uploaded by

吳先生
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EIE3101 Computer Animation 2022/23 sem 1

Lab 2: Rendering Lab


In this Lab, you will need to complete four tasks by the end of the Lab day (23:59).

1. Lighting and Camera: Maxine- Start.max (1%)


2. Sun Positioner: Daylight_Start.max (1%)
3. Diffuse/Bump/Specular maps: Texture Test.max (1%)
4. Unwrap UVW mapping: Pavilion (with 36 steps) (2%)
Remember to save the file frequently to avoid losing changes due to sudden
system crash.
You need to complete all tasks and upload your work before 23:59. So please take your time
to complete all tasks. Don’t spend too much time on one particular task. You’d better finish
all tasks without perfection rather than completing a few tasks with perfection.

Demonstration
If you can complete the tasks in class:
Please raise your hand to demonstrate your work to the lab supervisors in class before 11:10.
If you cannot complete all the tasks within the lab time, you can submit video demonstration
before 23:59. In either cases, you still need to submit your Lab work to Blackboard first.

If you cannot complete the tasks in class:


For those tasks that you haven’t demonstrated in class, you can submit video recording of
your demonstration. Your demonstration should include 360 degree view of your work and
zoom into the details. Please follow the demonstration instructions for each task. You may
upload your video to Youtube, OneDrive or other Cloud drive. You need to submit your video
demonstration link before 23:59 to Blackboard. Please make sure your submitted video link
is accessible by PolyU users. Late submission and inaccessible link are subject to mark
deduction.

Submission
No matter you have demonstrated in class or not, you need to submit your work. Please
compress all files into one single zip file and upload to Blackboard before 23:59. Late
submission is subject to mark deduction.
For any task(s) that you haven’t demonstrated in class, you need to provide your video demo
link in the submission textbox while submitting your lab work. Please make sure the video link
is accessible by PolyU users. If you do not demonstrate in class and do not provide video link,
you will receive zero mark for the task without demonstration.

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EIE3101 Computer Animation 2022/23 sem 1

Task 1: Lighting and Camera: Maxine- Example 2 (1%)


Open “Maxine – Start.max”. Create a camera, a key light, 3 fill lights and 2 back lights and
place them according to the following diagram. Enable Shadows (Shadow Map) only for Key
Light. You may adjust “Sample Range” to soften the edge of the shadows. Use “Quicksilver
Hardware Renderer”.

Back Light Back Light

Fill Light
Key Light
Fill Light

Camera Fill Light

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EIE3101 Computer Animation 2022/23 sem 1

Save the rendered images in JPEG for the following configurations:

1. Render with Back lights only 2. Render with Fill Lights only

3. Render with Key Light only 4. Render with all lights

Hints:
 To turn on/off some lights, you can open “Light Lister” from the “Tools”
menu.

Demonstration instructions:
 Show all light positions.
 Open “Light Lister” to show all lights.
 Turn on/off Key light, Fill light, Back light and All lights respectively to
show the effect of each light.
 Show the four rendered images one by one.

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EIE3101 Computer Animation 2022/23 sem 1

Task 2: Sun Positioner (1%)


1. Open “Daylight_Start.max”
2. Change one viewport to display view from Camera001.
3. Create Sun Positioner.
4. Press ‘F10’ for Render Setup, select “ART Renderer” for the Renderer.
5. Press ‘8’ for Environment and Effects:
a. Select “Physical Camera Exposure Control” under “Exposure Control”
b. Set Exposure Value (EV) to 15
6. Change the door and window to glass material
a. Press ‘m’ for Material Editor
b. Drag and Drop “Physical Material” material under “General“ category
to the view.
c. Double click the material for setting. Change the Preset template to
“Glass (Thin Geometry)”.

7. Render the image with Render Setup: Width480, Height640

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EIE3101 Computer Animation 2022/23 sem 1

8. Add another camera to see outside from indoor.


9. Render the image with Render Setup: Width  640, Height  480

Demonstration instructions:
 Open the material editor and show that the transparent glass material
has been applied to the door and window.
 Render the image in Portrait format for the camera outside.
 Render the image in Landscape format for the camera inside. Show the
camera position inside the room.

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EIE3101 Computer Animation 2022/23 sem 1

Task 3: Diffuse/Bump/Specular maps: Texture Test.max (1%)


1. Open “Texture Test.max”
2. Press ‘F10’ for Render Setup, select “Quicksilver Hardware Renderer” for
the Renderer.
3. Press ‘m’ for material editor
4. Create two Standard materials (Scanline > Standard)
5. Assign the materials to the objects in scene
6. Click “Show Shaded Material in Viewport” for each material
7. Connect the maps according to the following diagram

Brick Diffuse.jpg

Brick Bump.jpg

Metal Diffuse.jpg

Metal Specular Mask.jpg

Metal Bump.jpg

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EIE3101 Computer Animation 2022/23 sem 1

8. Double click both materials, then enable “Bump” under “Maps” rollout
in the material setting. You may adjust the amount for “Bump” to see
the difference in result.
9. Double click the metal material, then enable “Specular level” and
“Glossiness” under “Maps” rollout in the material setting. You may
adjust the amount for “Specular level” and “Glossiness” to see the
difference in result.
10.Render the image with Bump amount set at 120.

1. Rendered image with Bump amount set at 120.

Note:
 Bump map: dark color  concave; white color  convex
 Specular mask: black color  shininess x 0 (i.e. dull); white color  very
shiny (like mirror)

Demonstration instructions:
 Press ‘m’ to show the two materials in the material editor.
 Double click the two materials to show that “Bump” have been enabled.
 Double click the metal material to show that “Specular level” and
“Glossiness” have been enabled.
 Render the image with Bump amount set at 120 to see the result.

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EIE3101 Computer Animation 2022/23 sem 1

Task 4: Unwrap UVW mapping: Pavilion (with 36 steps) (2%)


Follow the steps to produce the following outputs.

Hints:
 When you do planar projection, remember to select appropriate
alignment. (Usually “Best Align” would be an appropriate choice.)
 If you want to move the elements in the UV Editor, remember to turn off
the planar projection first.

Usage of the exported image by “Render UVW Template”:


 You may open the exported image in a paint program and use the
rendered edges as a guide for painting the texture map.
 Be sure to paint over or erase all the edges so they don't appear in the
final texture. Save the image when done.
 Back in 3ds Max, apply the image map to your object.
 In the UVW Editor, replace the Checker Pattern with your bitmap file.
 The painted texture map follows the outlines set up by the exported
UVs.

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EIE3101 Computer Animation 2022/23 sem 1

Demonstration instructions:
 For the roof,
o open the UVW Editor, select all the polygons on the material map
o switch to the 3ds Max viewport, rotate the view 360 degree to see
if all polygons are selected (highlighted in red).
o All 5 sides of the roof should be applied the brick wall material.
 For the main body,
o open the UVW Editor, select all the polygons on the material map
o switch to the 3ds Max viewport, rotate the view 360 degree to see
if all polygons are selected (highlighted in red).
o Open the saved UV template file.

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