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First
of all, please download this archive of objects
and textures (these are from my own personal
library, so please do not use these without permission,
thank you). The second archive is a tree
from the Onyx Tree Pro Demo. They were kind enough
to provide several example DXF models, so I used
one. All scene files are meant for ID4.5. I will
be posting new archives for ID4 soon.
Note:
Save Often! Anything can and will happen. Save
several copies at various stages of work, so you
can go back to an earlier copy if something does
not work the way you want it to. Files can get
corrupted! SAVE! SAVE! SAVE! SAVE! SAVE!
I.
Texturing the Individual Objects
1.
Open the vase.geo file in Infini-D 4.5. The vase
consists of two objects - the vase itself and
the water object. If you are unfamiliar with Infini-D,
you might want to take a look at how these objects
were made (select the object and choose Edit Object
from the MODEL menu). Notice how the point and
curve construction, called Bezier curves, is similar
to that of vector illustration programs, succh
as Illustrator. The water object was made by simply
copying the vase, removing unecessary points,
and adding the "top" of the water object.
2.
Select the vase object. Open the Surface Tab (click
the tab with the paint bucket on it). Find the
Glass surface on the list and double-click it
to apply it to the vase.
3.
Select the water object. This time, as you'll
see, there isn't a set surface for this type of
object. You'll have to create one in the surface
editor. There are a set of six buttons at the
right of the surface tab. Click the one labeled
New. You will see something like this:
4.
Set the parameters as shown for the water object.
The flat color does not have to be changed. You
will, however, need to change the effect to Wave,
and click the edit button.
5.
Once in the wave editor, we want to make the waves
smaller and closer together. Experiment.
![[Wave_Editor-24K]](images/tut6sshot3.gif)
Hit
the OK button to accept the changes. (You can
make the water animated if you want!)
6.
When the thumbnail preveiw in the surface editor
looks good to you, give the surface a name in
the name box, and hit the OK button to accept
it.
Close
this object file. When the dialog box prompts
you to save the changes, hit the Save button.
7.
Now, open the folding screen file. This is a relatively
simple object to texture. You will create two
main surfaces - a black polished surface and a
screen surface. Select
the screen frame object using the sequencer. Create
a New Surface - Set the Flat color to black (hit
the Edit... button). Leave the Diffuse Shading
at 100%. Set the Specular Highlight to 50%, the
Shininess to 7%, and the Reflectiveness to 3%.
Name the surface "Black Laquer" and
hit the Okay button. Apply the surface to each
of the screen frames. Save the file.
8.
Now we need to make the screen surface. The look
I was going for here is to create a softly glowing
surface, similar to the effect of sunlight behind
a screen made of thick paper. Select the screen
object from the sequencer. Create a New Surface.
Edit the Flat color using the HSV picker (Hue,
Saturation, and Value). The Hue and Saturation
should be set to 0, while the value should be
at 92%. This will create a light grey surface.
If you want to use the Mac's crayon picker, the
color is called Marble-ish. Set the rest of the
parameters as follows:
Diffuse
Shading - 67%
Specular Highlight - 50%
Shininess - 14%
Glow - 25%
Transparency - 57%
Name
the surface Screen Surface (use descriptive names
whenever possible). Hit the Okay button and apply
the surface to the other screen objects. Save.
Close the file.
9.
Open the table.geo file. For this object, we are
going to import a wood texture to create our own
composite. Select the table object. On the surface
tab, click the Comp... button. Very complicated
dialog, right? Here is a snapshop of the general
layout of the dialog.
10.
Under the Layers area, we need to add a new image.
Click the Add... button and locate the woodsmall.pict
file. Select it and hit the okay button on the
dialogs that come up until you get back to this
main Surface Composition dialog. We want to make
sure that the table top is covered and that the
grain of the wodd is the way we want it to be.
You can use the arrow tool to scale the surface
and the rotation tools to rotate the object (this
does not rotate the surface, but rather, how the
surface falls over the actual object, or goes
through the object).
11.
We want to reuse this surface later, for other
objects, so we will need to go to the Repeat area
of the dialog. By giving the repeats H and V a
zero value, we can make the surface repeat to
Infinity, or to cover the surface area, no matter
how large the object gets.
This
can come in very handy, especially if you need
to cover large sections of floor with a repeating
pattern, as we do later.
12.
Next, we need to set the other qualities of the
surface. In the Mapping area, we will set the
surface parameters as shown in this screen shot.
This
will give our table top a nice, polished, but
not too reflective, surface. But contrast, if
we wanted to create a worn look, we would leave
the Highlight and Reflection parameters off, and
turn on the Bump to about 25% or more to get a
good amount of roughness on the surface. To finish,
give the surface a name and hit the okay button.
13.
In order to speed things up, we are going to use
the same surface on the pedastal leg of the table,
but we are going to use it differently than we
did earlier in the tutorial. Select the pedastal
object. On the surface tab, you will notice a
box marked "Use Parent's Surface". We
want to click that box. Do a small ray-trace preview.
Notice how the surface of the table top simply
continues down the pedastal. Save the file and
close it.
We
are now ready to start placing our objects in
the final scene.
II.
Scene Composition
There
are several reasons for building and texturing
objects in separate files. The major reason is
simply that large files with many complex objects
are slow. They take a long time to save and a
long time to make any changes. By working in separate
files, you can work faster, and use those objects
in many scenes without having to open up a very
large file and copy and paste the object into
another large file. By working in a separate file
for each object, you can begin to build a library
of objects to use if you have to build a scene
quickly. Plus, you are less likely to crash and
corrupt files, and if you do happen to crash,
the only file corrupted will be that of a single
object, and not a full-blown scene file with many
objects which you might not have copies of. End
of sermon.
14.
Open the set.geo file. Look around the scene and
get an idea of where you want to place your objects.
Notice that the windows do not have glass objects
in them. There is a reason for this. If you want
to use an Infinite plane (which seems to be a
little nicer than the plane in previous version
of ID), and you want to use fog, if you put glass
in the windows, when you render, there will be
a difference in color where the plane and the
"sky" meet. Since the purpose of using
the fog and the plane is for an atmospheric effect,
I left the windows out. You really can't tell
they are gone, and it decreases rendering time.
15.
Everything in the room should be textured already.
You'll just need to paste the objects in the room
and scale them to the appropriate size. Open the
table.geo file. Select the table object parent.
Select Copy from the Edit menu. Under the File
menu, there is an option called Scenes. If you
scroll down to this option, a fly-out menu will
list the open scenes. Choose the set.geo scene.
Choose Paste from the edit menu to set the table
into the scene. The table is fairly correct in
size compared to the rest of the room, so we will
not need to scale it.
16.
Save the set file and close the table file.
17.
Open the screen file. Select the main parent and
copy the object. Paste it into the set following
the same instructions as for the table. Close
the screen file and save the set. The screen should
also be the correct size.
18.
Move the objects to a good position in the "room"
I placed the table close to the window, and the
screen in the corner by the window and the left
wall. I wanted to make sure that the screen would
still be visible when looking at the table. Make
sure that the objects are resting on the
floor, not in the floor.You may need to
zoom in close in the front view to make sure that
this is correct.
19.
When you have a good idea of the placement of
your objects, you can go ahead and paste the vase
object into the scene. Open the vase file and
copy the vase parent object. Paste the object
into the set file. The vase object is way too
large, so we will need to open the Information
Floater to change the size. We want to change
the Uniform Scale to 0.300 from 1. Then, you can
move the object into place, on the top of the
table object.
Whew.
We are done placing the objects. Now we have to
choose a camera view to render.
20.
Move the Camera Target to center on the base.
This will make the camera point to the vase no
matter where the camera is moved to. Move the
camera so that the table, vase, and screen are
visible in the Camera's FOV (Field-of-View). You
might want to make sure that the windows can also
be seen, and perhaps a bit of the floor. But the
main object of attention should be the vase. You
may want to so a few test renders to see how things
are looking. Use your knowledge of composition
or your intuitive aesthetic sense to pick a good
view. You can double-click the trace tool to render
preview.
If
you want, you can add the tree object to the scene,
to add a little homey touch (just call me Martha
Stewart). Simply follow the copy and pasting instructions,
and scale the tree to fit in the set.
III.
Final Rendering
As
we are rendering a single frame, we can be more
lenient in our rendering expectations. We can
render a larger view and at a higher quality.
1. Choose RENDER from the FILE menu again. Set
the anti-aliasing to high, the transparency to
5, and the reflections to level 2.
2.
Make sure that the light glows and shadows are
turned on. Set the size to 640 x 480. Hit the
Render button. Save the file as either a Pict
or a TIFF, depending on your needs. This could
take awhile so get out into the real world! Come
back and find your gorgeous render done!
That
is all for now!
Jennifer
Last
Modified: April 12, 1999
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