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Softimage XSI Digital Sets / Environments:
Masterlock Exercise 2: Texturing
We will begin to add materials and textures to the MasterLock model
you built earlier
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Material Property Editor Get/Material/Phong |
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The Render Tree Hot Key: (7) |
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Texture/UV Projections Get/Property/TextureProjection
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Texture/UV editor Hot Key: (Alt/7) |
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Color Map Provides the color information to the geometry. |
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Specular Map In real life every highlight in an object is actually a reflection of a light source and specularity is a way to fake those reflections by placing a highlight in the position that the giving object would be reflecting the virtual light. No object reflects light evenly throughout its surface, you could easily just adjust the specular level for a material but chances are that it will end up looking too clean or some of the details looking flat, weathering and damage causes certain areas to reflect more than others, for example wet objects would reflect more than dry objects and like the damage in our leaves will have less specular reflections than other more stable areas on the leaf. Also when objects come in contact with others or are touched by man are also left marks on its surface, an area with a finger print will reflect a different amount than a cleaner area and not as much light would exit an area with a scratch since light tends to get trapped in cracks and holes in an object and therefore our scratches will have a lower specular reflection value as well. Just like the bump map in a specular map dark color tones have a negative influence therefore causing the specularity to have a lower specular reflection value in those areas and lighter areas have a positive influence witch will make those areas have a higher specular reflection value.
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Bump Map Like most of the other map types a darker
area in the map will have a negative influence and the lighter area in
the map will have a positive influence, therefore darker areas in our
bump map will appear to be bumped down (negatively) or bumped up (positively).
So if we add scratches to our map than we would make them darker in order
for them to be bumped down and other things such as the root patterns
would look better if they were bumped up therefore those areas would have
a lighter color in our bump map. The way this rule applied to other map
types for example in a specular map the negative areas would be less reflective
and positive areas are more reflective. Most of these type of maps don't
require you to have any color information in them, we will only use black
and white colors for those maps. |
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1: Let's get Started: Open the scene "MasterLock_Texture_Start.scn" in the "MasterLock_Texture/Scenes" data base (Or you can use your scene and model). The first thing I did was to add materials to each object and name them "M_object name". If you hit the 8 key to open an explorer window then hit the "m" key for materials, you can see your materials in the explorer. All of your materials should have a name other that the default name. I used a default Phong material for all the new materials to start with. If you want to remove any unused materials you can right click on "Materials (sources)" in the explorer and select "Remove all Unused materials". Keep your scenes clean. Now hit the "S" key in the explorer window to get back to the "Scene Root" Dir where you will do most of your work. |
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2: Next thing we will do is add a texture support to the geometry we want to texture. You can add texture supports as you need them, but be careful to name them and remove any you are not using as it becomes messy and confusing later on. Let us start with the Lock Body geometry. We have already applied a material to the geometry (if you have not already, you should now. Select "Lock Body" get material/Phong).We need to apply a texture projection so the texture image has an indication of where to line-up on the geometry, this can be edited later. With the geometry selected, Get/Property/Texture Projection/ Cylindrical to add a cylindrical projection to the object.
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3: Select the "7" key to open the Render Tree. You should see an orange node named "M_lock_Body" (you named it that earlier in the explorer window) and a default phong node that you attached to it earlier as well. We can add an image as a texture map by by selecting "Nodes / Texture / Image" in the Render Tree. This add a node that allows you to add an image. By default you will see an image named "noIcon" attached to the node. Let's replace it with something we can use. Double click on the image node and select "New / New From File", go to the "MasterLock_Exercise_Texture" data base and then into the "Pictures" directory and find an image named "MasterLock_Body_C.tga". The "_C" notes that it is the Color texture, "_B" will note that it is the bump map, "_S" will note that it is the specular map and so on.
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4: Add an new image node ("Nodes / Texture / Image" in the Render Tree) add the "MasterLock_Body_S.tga" to this node. Add a bumpmap generator node ("Nodes / Bump / BumpmapGenerator" in the Render Tree) add the "MasterLock_Body_B.tga" to this node. Plug the output of the "MasterLock_Body_C" image node into the ambient and diffuse inputs (red) of the phong node. Plug the output of the "MasterLock_Body_S" image node into the specular input of the phong node. Plug the output of the "MasterLock_Body_B" bumpmap generator node into the ambient and bump inputs (yellow)of the phong node. Your render tree should look like the image below.
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5: For now, disconnect the inputs into the phong node for ambient, diffuse and specular. We are going to take a look at what the bump map in contributing to the shader. After these nodes are disconnected do create a render region preview by selecting the "Q" key in the User or Camera view and dragging over the lock. After you have previewed left click on the preview are to make it go away (or Shift / Q) will toggle hide the render region. Double click on the "Bumpmap Generator Node". Find the Bump Mapping "Factor" and set it to -3. Make sure your texture Projection is set to "Texture Projection (Cylindrical XY). Preview again, Now reconnect the MasterLock_Body_C and MasterLock_Body_S and preview once again. |
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6: As I preview I notice that the horizontal lines on the lock body are a little bit big. There should be more horizontal lines if we want this to look to scale. The best way to do this is with the UV Editor. Lets Select the Lock Body and Select Freeze in the lower right corner. This will freeze the UV support we added earlier, notice you no longer see a green cylinder in your viewport. |
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7: With the lock body selected, hit the "Alt / 7" keys. This opens the Texture/UV Editor. You can change the location of the UV's for this UV on this object. Go to "Clips / Masterlock_Body_C" you will be looking at the color map instead of the bump map in the editor. You can switch to any of the maps or UV set applied to this object.
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8: Go to UVs, select wrap in U and again to select wrap in V. This gives us the ability to scale the UV beyond the boundaries of the map, if the map tiles it is very helpful. You should see the image tiling. Now click / drag in the window and select the S button (S, R T: scale, rotation and translate). Scale the UVs up so that the imege tiles a bit and the lines scale down. Preview the image in a render region. |
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9: Clusters Notice the top and bottom of the Lock_Body, the texture doesn't seem to be applying very well. One way to handle this is to create a cluster and apply a new material to this cluster with a new UV set that we can adjust as needed. This will not affect the sides of the lock_body geo. Find the small camera icon and select isolate selection. This hides all other geometry in this view. |
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10: With the Lock_Body selected select the "U" Key to switch to poly mode. Select the two top and bottom polys. Then with the shift button selected hit the + three times to expand the selection three adjacent rows of polygons. |
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11:
With the polys selected, go to edit / cluster in the lower right of the screen. |
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12: In an explorer window open up the "Lock_Texture_Start" model, under the "Lock_Geo" model, open the Lock_Body properties by selection the +. Under the Polygon Mesh / Clusters, rename the Cluster you have just created (default name Polygon) to Top and Bottom and the first set of UVs you created to Sides. If you open the render tree for this object, double click on any of the image nodes and check the "texture projection" it should now say "Sides" as you have renamed it. see the image on the right. Select the cluster and apply a phong material. |
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13: At the top left of the interface go to "Get / Property / Texture Projection / XZ" and add a texture support for the Image maps for the top of the model. Rename the UV set "Top". You will be able to find this in the pull down menu for the UV's in the image node. This allows you to have one or more UV sets per geometry. You can edit this and it will not effect the "Side" UV you created earlier.
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14: Select the "Top and Bottom" cluster and hit the "7" key to open the Render tree. Add an new image node ("Nodes / Texture / Image" in the Render Tree) and add the "MasterLock_Top_C.tga" image to this node. Again you can find these texture maps in the "MasterLock_Exercise_Texture / Pictures" Dir. Plug the output of the "MasterLock_Top_C" image node into the ambient and diffuse inputs (red) of the phong node. Repeat these steps for the Masterlock_Top_S.tga and plug this into the "Specular" input. Add a bumpmap generator node ("Nodes / Bump / BumpmapGenerator" in the Render Tree) add the "MasterLock_Top_B.tga" to this node. Double click on the two image nodes and the bumpmap generator and switch the "Texture Projection" to Top (planar XZ). Your Render Tree should look something like the one below. |
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15:
Select the green texture support. You can use the support to Scale, Translate and Rotate your texture UVs. Translate it in the Z axis 0.18 and scale it .85 in the X axis. This may vary a bit in your model, it doesn't really matter as long as the text in in between the rivets (switch to texture mode in the user view port). "Freeze" the model again to "bake" the UVs. We will edit them with the Texture Editor. Create a render region and check your work. |
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16:
You may have noticed that the texture stops at the edges of the top of the model. We will have to open the UV editor and make an adjustment.
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17. Select the "Lock_Body_ geo anf hit "Alt/7" on the keyboard to open the Texture / UV Editor. It is likely that the image "clip" that the UV editor is pointing at is the image and UV we selected for the "Sides" of the model. At the top of the UV Editor go to "Clips" and select "MasterLock_Top_C.tga" to switch the image to the top color map. See image to the right.
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18.
It is also likely that the UV set the editor is pointing to are the UVs we set up for the "Sides". Switch this to the "Top" UVs. Go to UVs / top in the Editor. |
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19.
Now tell the UV to "Wrap in U". They now repeat in the U direction. Create a render region and check your work. |
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