2009년 8월 26일 수요일

Autodesk 3ds Max 2010용 연결 익스텐션

Google SketchUp과의 광범위한 연결 기능
Google SketchUp에서 프로젝트를 시작하고 3ds Max에서 세부적 작업을 처리하십시오. 3ds Max 2010용 연결 확장에는 Google SketchUp 장면을 3ds Max로 가져올 수 있는 강력한 SKP 파일 변환기가 새롭게 포함되었습니다. 뿐만 아니라, 3ds Max에서 Google 웹 사이트의 3D Warehouse 섹션을 통해 수 천 개의 무료 SketchUp 모델을 읽을 수 있습니다. SKP 변환기는 다음 기능을 제공합니다.

  • SketchUp에서 이중 면(double-faced) 재질 워크플로우를 지원하므로, 3ds Max에서 표시하는 경우에도 임의 서페이스 방향으로 인해 모델에 면이 없는 것처럼 보이지 않습니다.
  • 객체와 인스턴스의 원래 피벗과 스케일링 값이 보존됩니다.
  • 재질 참조를 통합합니다. 동일 SketchUp 재질에 대한 여러 번의 사용 정보가 수집되고 단일 재질로 역 참조되어 수정 시간이 절약됩니다.

 

Driving Dimensions for Google SketchUp




I started with a new sponsor today - Driving Dimensions by LEDAS.

Driving Dimensions is a SketchUp plugin that adds parametric functionality to SketchUp through the use of Dimensions. Changes applied to dimensions are reflected in the model's geometry.

Driving Dimensions is available in Free and Pro versions.

2009년 8월 24일 월요일

Razer Naga

Razer에서 커스터마이징이 가능한 17개의 버튼을 탑재한 게이밍 마우스 Razer Naga를 출시한다는 소식이 gizmodo.com에 19일 올라왔다.

 

 

 

Razer Naga마우스는 5600dpi의 3.5G 레이저 센서를 장착하였으며 마우스 왼쪽 측면에 위치한 12개의 버튼은 사용자가 커스터 마이징이 가능하여 MMO RPG와 같은 게임에서 단축키에 맞게 설정이 가능하다는 특징이 있다.

 

 

 

커스터마이징이 가능한 17개의 버튼을 위한 ADD ONS는 Razer Naga홈페이지(http://www.getimba.com)에서 다운로드가 가능하며 현재 Warhammer와 WOW(World of Warcraft)를 위한 ADD ONS가 다운로드 가능하다.

 

Razer Naga는 아직 미출시 상품이며 Razer 홈페이지에 표시된 가격은 $79.99이다.

2009년 8월 19일 수요일

bonzai3d

OS X 10.5

Note: bonzai3d for OS X requires 10.5 (Leopard) or later. The latest version of 10.5 is recommended.

Click below to download the bonzai3d Trial .zip archive. The disk image should automatically mount on the desktop (if not the click on bonzai3d_trial.dmg in your downloads folder). Copy the bonzai3d folder from the disk image to the Applications Folder.

The bonzai3d folder contains the following:

bonzai3d Application: This is the bonzai3d application folder. Open the folder and launch the bonzai3d application to start! If you would like to keep a shortcut to bonzai3d in your dock, simply drag its icon to the desired location in the dock.

bonzai3d Content Library: This is the bonzai3d content folder.

bonzai3d Materials: This is the bonzai3d materials folder.

bonzai3d Window-Door Library: This is the bonzai3d window and door content folder.

Windows XP/Vista

Click below to download bonzai3d_trial.zip file. If necessary, decompress the archive. You will then have a folder called bonzai3d folder. Copy this folder to your Program Files directory.

The bonzai3d folder contains the following:

vcredist_x86.exe: This is an installer for a Microsoft component that is required by bonzai3d. Install this first by launching this executable and following the on screen prompts (if any). (If you have v6.6 of formZ installed on your machine, you can skip this step.)

bonzai3d Application: This is the bonzai3d application folder. Open the folder and launch the bonzai3d.exe application to start! If you would like to make a shortcut to the application, you can drag the application to the desired location while holding down the ctrl-shift keys. (Do not remove the application itself from its folder.)

bonzai3d Content Library: This is the bonzai3d content folder.

bonzai3d Materials: This is the bonzai3d materials folder.
bonzai3d Window-Door Library: This is the bonzai3d window and door content folder.

Windows Download ZIP

Windows Download EXE

(Some firewalls may block certain file extensions so
if you have trouble with one link, try the other.)

2009년 8월 13일 목요일

V-Ray for SketchUp Tutorial - Sun & Sky - Beginner

V-Ray Toon Tutorial

Making Materials

The material editor can be opened from the toolbar or by going to Plugins> V-Ray for SketchUp> Material Editor. With the right mouse button (RMB), click on the "Scene Materials" materials can be imported, added new or purged unused materials. A material can based on four layer types - emissive, reflection, diffuse and refraction. A layer type can contain unlimited layers. All layers are in order like placed on the material from top to down. The default material contain one active diffuse layer. Additional layers can be placed per RMB click on a layer type and choosing Add New Layer. The preview window dosn't show the current selected material, it show the last rendered preview.

All example renderings are done in full adaptive mode and noisethreshold 0.02 (good preview quality).

 

  • Screenshot of the V-Ray material editor:
    MatEditor.gif
If the user like to see the difference between two material settings per preview, than the prepass of the preview window should be disabled per RMB at the preview window.
  • Extra controls of the preview window:
    MaterialEditor2.gif


Diffuse material

Simple to create and fast to calculate - the diffuse material. It looks like loot (Plasticine®) or a dull plastic. The color can be set through the color picker or texture editor. The Texture Editor will open per mouse click on the little "m". Placement of the texture can be controlled through SketchUp by adjusting the scale of the image from within the SketchUp material editor or by right clicking on a surface and choosing Texture> Position. The top most diffuse layer will be linked to your SketchUp materials automatically. Any changes made within that top most layer will be echoed back and forth between V-Ray and SketchUp

 

  • Single diffuse layer material:
    MatDiffuse.jpg


Shiny plastic or Ceramic material

If we add a reflection layer and set the reflection map type to "fresnel", than we get shiny material like shiny plastic or Ceramic. The IOR is a material specific parameter and can be find for example at this list here. It is important to have the Fresnel IOR and Refract IOR be the same value. A basic rule for shiny plastic is, that the reflections are not tinted by the material color. * Fresnel control of the reflective layer:
Fresnel.gif

 

  • Shiny plastic material:
    MatShinyPlastic.jpg


Wood material

Wood is a kind of textured plastic material. Place a texture in the diffuse layer, set reflection to fresnel and set reflection glossiness as necessary - 1 for clear finish or less for waxed wood. Here we're using 0.9.
  • Wood material options:
    MatWood.gif
  • Wood material (reflection intensity boosted by double reflection layers - see "Tricks" at the end) :
    MatWood.jpg


Rubber material

The standard diffuse material looks dull, but for Rubber it should not be used. Rubber show very blurry speculars and so it is better to use the shiny plastic material with blurry reflections. Here an example with glossiness 0.5.
  • Rubber material:
    MatRubber.jpg


Architecture glass material

The simpliest fake of glass for fast calculation is to set a material with single reflective layer and Fresnel "map". This material can be assign to a single plane, for example placed in a window.
  • Material with single reflection layer (Fresnel controlled):
    MatSingleReflection.jpg

If a colored glass is necessary, than a refractive layer with refraction color must be add. In the past it was possible to set the refraction IOR 1 and to assign the material to a single plane window. This dosn't work now. So, for colored window glass two planes with normals outside are necessary. Update: colored glass without refraction layer can be rendered, if a black diffuse layer is added. Now, the color can be controlled by the transparency color.



Glass material

The standard glass material based on a reflective layer (Fresnel enable) and a refractive layer. If a refracation color is set, than the glass looks constant tinted independent from the thickness of the object.
  • Glass with refraction color:
    MatGlassTinted.jpg
More interesting is to use the fog color instead the refraction color. Now the color of the glass depends on the material thickness. The fog multiplier helps to control the intensity of the volume effect.
  • Glass with fog color:
    MatGlassVolume.jpg
The fog color helps to get a nice color edge effect at shelve objects. The fog multiplier allow to control the fog color in a wide range.
  • Glass shelve with colored edges:
    MatShelves.jpg
If GI without refractive caustic is used or an image without GI/caustic is rendered, than the shadows of glass objects are black. The option "affect shadow" makes that the shadow is tinted by the refraction or fog color. This method helps to avoid long render times for caustics and to get a faked colored shadow instead. The option "affect alpha" control the color of the glass in the alpha map- without "affect alpha" glass is not transparent.
  • Option "affect shadow" in action:
    AffectShadowOption.jpg
The glossiness option allow to blury reflections/refractions - good for effects like frosted glass.
  • Frosted Glass effect by glossiness 0.7 at reflection and refraction layer:
    MatFrozenGlass.jpg
For infos about SSS per translucent option please look at Wouters SSS tutorial. Her only an example.
  • Translucent material:
    MatSSS.jpg
  • Options for a translucent effect.gif:
    OptionSSS.gif
Trick: if the SSS effect is to dark, than it helps to use the "Acolor" map or a texture at multiplier 2 (diffuse color, not refraction color !). The right balance between diffuse and translucent brightness can be set per transparency of the diffuse layer. Don't forget to uncheck "double sided".

Metal material

Metal reflects the environment and tints the reflection by the color of the metal. Two options control the color of the material. The reflection color control the intensity and the transparency, for example a color value 200 of 255 mean 80% reflectance and 20% transmittance. The "filter" color set the color without affect the transparency. For example a plane with single reflection layer: a yellow (RGB - 255,255,0) reflection color makes that Red and Green will be reflected and blue go through the plane. A yellow filter color makes, that Red and Green will be 100% reflected and Blues is blocked.
  • Reflection color vs Filter color:
    ReflectionColor_vs_Filtercolor.jpg
A good workflow seems to be, to use the "filter" for color effects and the "reflection" for "fresnel" or transparency. Attention: if the reflection color is set to less than 100% or to "fresnel" than a second layer behind should limit the light rays. Attention: if the diffuse layer as last layer is forget, the rendertime will much more longer.
  • Simple metal material without fresnel control, blur or second layer:
    MatMetalSingleReflection.jpg
If we look around we will see that metals show more than one reflection layer. Sometimes good visible are two layers - a very blury reflection plus a clear reflection. Very good to see at aluminium. The reflections of dark parts of the environment are "broken", the darker colors are overlay with a glow.
  • Example of used metal - aluminium:
    MatUsedMetal.jpg
We get the effect, if we combine two reflection layers. Here an example of a complex metal material. Metals has typical a high IOR, so it is set to 20 at both layers. The reflection color of the first layer is set at value 125 (~50% - set at the fresnel color), so the next layer behind is visible too. This layer and the next use the same material color that tint the metal. The first layer show the clean reflections (glossiness 0.98) and the second the blury (glossiness 0.8). At last, a colored diffuse layer stop the light rays. An additional bump helps to get a "imperfect" look.
  • Options of a two-layer-metal - combination of clear and blur reflection :
    MatEditorSpecialMetal.gif
  • Example of a two-layer-material with a small bump:
    MatMetalDoubleLayer.jpg
A disadvantage of the two-layer-material is a longer rendertime. Here helps a simplification, the second reflection layers will be disabled and replaced by a diffuse layer in metal color. It has not the subtle glow of the complex two-layer-material, but looks more real as the single layer material.
  • Metal material with additional diffuse layer:
    MatMetalDoubleLayerSimple.jpg
If the colors of the two-layer-material example are replaced by textures, than use or old metal can be created. Here an example with a brass texture.
  • Options of a two-layer brass material:
    MatBrassOptions.gif
  • Brass material (longer rendertimes by higher noise threshold 0.005):
    MatBrass.jpg


Brushed metal

Often used for Design objects - brushed metal. V-Ray supports anisotropic reflections.
  • Simple brush metal per anisotropic reflections:
    MatBrushSimple.jpg
The anisotropic reflection stretch the reflection blur only, stripes of the small scratches are not visible, a texture map is needed (for future releases the procedural noise could be used). Here an example, the texture is placed at the filter color map.
  • Options of a brushed metal with scratch texture:
    MatBrush.gif
  • Textured brushed metal:
    MatBrushTextured.jpg
Test with bump maps has shown, that much calculation time is needed to clean up the reflections. So, the bump method is recommended for closeup shot only.
  • Brused metal with additional bump map:
    MatBrushBump.jpg
  • Test of different options for brushed metals:
    VrayAnisoTest.jpg


Metalic Carpaint

Nice looking and fast created - carpaint with two reflection layers. The first layer is fresnel controled plastic reflection (IOR1.55) and simulate the clear finish. The second reflection layer is a blury metalic reflection with a tint (filter color).
  • Options of a Carpaint material:
    MatCarPaintOpt.gif
  • Carpaint material:
    MatCarPaint.jpg


Ceramic Tiles

Often a texure need three texture controled layers - diffuse color, reflection intensity and bump. Here an example of a ceramic tile material. Color and bump can be straight be set, but more attention need the reflection. In simple cases the bump map can be used for the reflection map. In the example here the gaps between the tiles must be non reflective, so a black color in the map is needed. The reflection map of a non-metal material must be set at the color of the fresnel map like shown in the screenshot.
  • Parameters of a ceramic tile material OptionCeramicTile.gif
If the rendering dosn't show a good bump effect in GI mode, than the IraddianceMap? mode should be avoided. This mode smooth the lighting and hide small details. The QMC GI mode show all details of the bump.
  • Bump mapped material with IM GI:
    MatCeramicTile_GI-IM.jpg
  • Bump mapped material with QMC GI:
    MatCeramicTile_GI-QMC.jpg


Emitter Material

Emitter materials need one emissive layer only. If a color is set than the intensity option control the brightness. If a texture map is set, the multiplier of the texture control the intensity of the textured emitter.
  • Options of a textured emitter:
    MatEmitterOptions.gif

 

  • Textured Emitter - upps - this is fast rendered ;o) :
    MatEmitter.jpg


Dark Pearl Material

This material is very experimental, because I'm not sure about the rules of this material. I have the feeling, pearls has a kind of metalic look with a colored fresnel reflection layer above. My idea is, to use a textured blury metalic main layer with an inverted fresnel effect and a diffuse layer below. The coat above get a high IOR so it looks a little bit like a metalic thin coating. I have used a stone texture, that give natural texture to the material. If a less metalic look is necessary, than the diffuse layer could get more intensity and the blury metalic less. A little bit additional bump give a natural feeling.
  • Options of Michas Pearl material:
    MatPearl.gif
  • Example with strong texture:
    MatPearl.jpg

If the texture is to intensiv it helps to set the texture gamma value at a higher value (texture show less contrast).

 

  • Less textured example:
    MatPearl2.jpg
  • Reference photo:
    pearl.jpg

 



Tricks

Some times it is necessary to use colors brighter than 255. The only way to do it is to use the texture multiplier and the "Acolor" texture type.

Often I have the feeling, that fresnel reflection are not intensiv enough. I have found only one way to get a better reflection effect - set two reflection layers with the same settings. ...