Professional Documents
Culture Documents
Introduction
Welcome to the MachStudio Pro Still Life tutorial. There are many features in MSP that will help optimize your workflow and demonstrate the methodology designed to put more control in your hands. This lesson takes you through the fundamentals of building a scene, introduces the MSP interface and shows how to create a camera and environment light. Note: All of the tutorial assets are located in the Studio GPU\Tutorials folder. The location of this folder depends on the OS and if MachStudio Pro was installed for all users or a single user. The following table displays the possible paths. If your version of MachStudio Pro was installed for all users: Operating System Windows XP (32 bit and 64 bit) Windows Vista (32 bit and 64 bit) Windows 7 (32 bit and 64 bit) Path Documents and Settings\All Users\ Shared Documents Users\Public\Public Documents Users\Public\Public Documents
If your version of MachStudio Pro was installed for asingle user: Operating System Windows XP (32 bit and 64 bit) Windows Vista (32 bit and 64 bit) Windows 7 (32 bit and 64 bit) Path Documents and Settings\USER_NAME\ My Documents Users\USER_NAME\ Documents Users\USER_NAME\Documents
The Open File dialog box opens. 2. Browse to Studio GPU > Tutorials > StillLife > Assets and select all .gxb files.
3. Click Open. All Objects will load into the scene. Advanced Tip: Scene files (.MAB) and Objects (.GXB) will load automatically if you drag them from windows explorer and drop them on the Viewport window in MSP.
Alt + left mouse button Tumbles the camera. Alt + right mouse button Pans the camera across the scene. Alt + left and right mouse buttons Zooms in and out of the scene.
Advanced Tip: MSP's camera controls can also be set to use Maya or 3D studio Max camera controls. Select Edit > Preferences and make selections in the Interface section.
l l
AO Selecting AO allows you to adjust the AO properties. Cameras Includes all the cameras (perspective or orthographic) in the scene. Environment Lights Includes all ambient lighting in the scene. Fog - Depth and height based Fog. Lightsets Includes all lightsets you create. Objects - Includes all objects in the scene. Point Lights - Includes all point lights you create. Projected Lights Includes all projected lights you create.
l l l l l l
2. Click on the diffuse color picker and view the results. This color change affects the ambient lighting of the scene. Altering the Specular Color adds ambient specular light to the scene, which only affects the specular component of the shader. This contribution can only be seen while multipass lighting (F2) is turned on.
2. Select the newly created environment light in the Scene Manager and in the object properties dialog box, name it SET and hit enter. The environment light will now appear as SET in the Scene Manager. 3. In object properties, select the objects tab and assign all objects except for the Sky_Dome-002. Note: This adds these objects to this new environment and removes them from the default environment light. We will now repeat the process to create an environment light for the sky dome. 1. Select Create > Environment Lights. 2. Select it in the scene manager, name it SKY and hit enter. 3. Select objects tab and assign the Sky_Dome-002.
The newly created camera (CAM01) is added under Cameras in the scene manager. 2. In order to switch to CAM01, right click in the viewport window and select Camera > CAM01.
3. Pan and zoom the new camera so that you are outside the room. Tumble the view so you can see the room geometry and the sky_dome backdrop.
It's important to set up your camera's clipping planes so that we can optimize all future lighting calculations. 4. Right click in the viewport and choose Select Camera. This selects CAM01, the camera we are viewing through. The default settings for this camera has a Near Clip of .01 and a Far clip of 100 (meters). 5. Change the Far Clip to 10. A hole appears in the sphere because we are clipping too short. Try some other values and enter 14 as your final setting.
10
6. Now move back into the room and pick a camera angle that works. Hit Ctrl + D This keys the camera position. The property key displays in the timeline editor, as shown below:
7. Tumble away from the camera (Alt + left mouse button) and move the timeline marker. Notice that it snaps back to the frame position you keyed. You now have a fully integrated scene that is ready to be lit.
11
5. Click in the viewport window and hit 2, which is the medium sampling rate. You now have a higher sample of the AO pass. If youd like to switch back to the lower sample, hit 1. 6. In the Scene Manager, select AO and youll see the settings for AO display in object properties. 7. Scrub through the scene scale This sets the distance between two faces before occlusion begins.
12
8. In the color picker, change the color of the occlusion to tint the scene. 9. Scrub through the contrast scale to see more or less ambient occlusion contribution to the scene. 10. Go back to the viewport render preferences and select Enable blur.
11. In AO object properties, set blur width to 1. Note:The width sets how many pixels are being included in the blur. 12. Set Blur Sharpness to 3. Note: Blur sharpness is the edge detection 13. Hit F4 to go back to the main render. 14. Hit F2 to turn on multipass rendering. Youll see the AO contribution in the scene. 15. Hit F10 to turns the AO render on or off. 16. Hit F9 to turn AO only back on. 17. Select an object in the scene. 18. In the object properties dialog box, deselect the receive occlusion box Note: The receive occlusion toggle is available down to the fragment level of any object. 19. Re-select the receive occlusion box. 20. Hit F4 to switch back to the main render.
13
You have created a projected light. 3. Rotate the camera and zoom out so to the full scene in view.
4. In the Scene Manager, select the projected light you created and in the object properties name field, name it KEY_01 and hit enter. 5. In the texture filename field, you can load specific gobos/gels. Browse to Studio GPU > stock> projectionMaps and select spot_soft_000.dds.
14
6. Click on the color picker to change the color and choose a warm light color.
7. Update the angle as needed to ensure the entire set is in the lights range. 8. Set the Scale to 2. 9. Set Range to 10.
10. Zoom (Alt + left and right mouse buttons) back into the room. 11. In object properties, scroll to the Shadow quality settings. 12. Change shadow map Res. to 4096. 13. Make sure shadow source is checked. 14. Set depth bias to .04. 15. Set shadow softness to .02. You now have a basic scene with a key light.
15
The point light is created at 0,0. 2. Move the point light so that it is above the grapes. 3. In the object properties dialog box, name the point light Grape_Kickand hit enter. 4. In the Scene Manager, under Objects, expand the plus (+) next to Table-003and Surfaces. Use Ctrl + left mouse button to select polySurfaceShape106: Grapes and the new point light Grape_Kick. 5. In the Viewport, right click and select Light Sets > Create Light Set from selection. In this newly created lightset, the point light is constrained to this specific geometry. 6. In Object Properties, name the Light set grapes. 7. Click on Grape_Kick. 8. Scrub through the intensity to see the effect of the light contribution.
16
You should see that the light is much darker. 9. In the Scene Manager, select Key_01. 10. In object properties, set intensity to 2. You should see a more balanced scene.
17
6. Browse to Studio GPU > Tutorials > StillLife > Materials and select walls.gmb.
Note: If the file not found error comes up, click locate and browse to StudioGPU > Tutorials > StillLife > Textures and click open.
18
7. Repeat steps 4-6 for the rest of these objects: Table, desk, and cabinet click in scene manager, select the object and hit the import materials button and choose the appropriate .gmb file. 8. After everything is loaded, press F2 to turn multipass lighting on and view the results. 9. Press F6 to toggle reflections on or off. Typically when working you want to work with reflections off. 10. Click F2 to turn multipass lighting off. There should be several objects on the table that are gray shaded.
19
13. In Object Properties, in the Shader section, click Fresneland click Open. 14. The shader change dialog box will open, click yes.
20
15. Were going to change some values for the cloths object properties. Note: Specular fresnel is a shader that is often used for hair or certain types of cloth such as velvet or satin. In this case, were trying to emulate the velvet cloth.
16. Click F2 to view the results. 17. Select copper in the scene manager. 18. In Object properties, change the shader to Blinn Reflection and click yes in the shader change dialog box to continue. Note: The Blinn Reflection shader is a blend based dynamic shader that could be used on everything from reflective hardwood floors to metal to glass windows.
21
19. Make sure the copper object properties match the object properties below:
20. In the Scene Manager, select Grapes. 21. In object properties change the Shader to subsurface scatter_ wBlinnSpecular shader and click yes in the shader change dialog box. Note: This shader should be used to simulate the scattering of light that occurs under the surface of the object such as skin, wax, and jade.
22
22. Make sure the Object Properties match the Object Properties below:
23. In the Scene Manager, select Porcelain. 24. In object properties, change the Shader to car paint and click yes in the shader change dialog box to continue. Note:This shader is used quite effectively for any hard surface that needs fresnel based reflections.
23
25. Make sure the Object Properties match the Object Properties below:
26. In the Scene Manager, select rolls. 27. In the shader section, select the blinn shader and click yes in the shader change dialog box to continue. Note: This is an all around generic shader that is great for soft diffuse surfaces and hard specular highlights.
24
25
Were now going to save the material as an .mtl file 29. In the Scene Manager, select the grapes and click export to library.
30. In the save as dialog box, save it as grape.mtl. 31. Were going to save all of the materials as a .gmb file. 32. Select the table and click Save Materials.
33. In the save as dialog box, save it as table.gmb. 34. Set Render Preferences and make sure they match the following:
26
27
9. Select Ctrl + W to bring up the transform tool and drop the light position to the position shown below. If you'd like to enter in the position manually, go to object properties and enter in the coordinates in the transform section.
Now that the light has been repositioned, we're going to refine the shadows. 10. In object properties, scroll to the Shadow quality section. 11. For shadow softness, enter .015 and make the shadow map resolution to 4096. There is now a nice looking shadow in the scene.
28
Now add a bit of a highlight to the right of the scene. 12. In the viewport window, right click and select Camera > Editor camera. 13. Zoom (Alt + left and right mouse buttons) into the room. 14. Select Create > Point Light.
Now there is a point light in the center of the room and we're going to set its properties in the object properties dialog box. 15. In object properties, name it highlight and click enter. 16. In the transform section, enter in the following position values respectively: 130, 80, -60 17. Scroll to the light section, and enter in the following color values respectively: 156, 171, 255 This will give the light a nice bluish hue. 18. Scroll to Falloff and select Show Falloff. 19. From the Falloff Type pull down menu, select Quadratic.
29
20. Make sure the point light object properties match the following:
21. Go back to CAM01 by right clicking in the Viewport window and selecting Cameras > CAM01. 22. In the Scene Manager, select the following projected light: Volume_01 23. In object properties, scroll to the light shaft section and select Shaft Visible. 24. In the Scene Manager, select the following projected light: Volume_02 25. In object properties, scroll to the light shaft section and select Shaft Visible. The rays will come in pretty bright and we're going to adjust these settings to clean them up. 26. Set the shaft alpha to 1.00 and set the edge softness to .5.
30
27. The Light shaft properties should match the properties below:
31
32
6. Enter in the following Depth of Field information and make sure it matches the settings below. You'll notice how the distance between the planes change.
The distance between the camera and the first plane is the near blur focus. The distance between the first plane and second plane is the transition into focus. The distance between the second and third plane is everything that is in focus. From the third plane to the fourth plane is transition to out of focus. From the fourth to the fifth plane is out of focus.
l l
7. In the scene manager, re-check Objects to turn them back on. 8. Hit F2 to turn the lights back on.
33
9. Select Render Reflection and Enable AO back in the Viewport Render preferences and make sure settings match the settings below.
Step 3 Rendering
We are now ready to render the scene. 1. In the Scene Manager, select CAM01. 2. Click on the Drivers tab. 3. In the capture section, select Capture and click attach driver. 4. This brings in the capture channel into the timeline editor, which tells the renderer how many frames it is going to render on this camera.
For this render we only want one frame. 5. Click on the end of the capture channel and drag it all the way to the beginning of the timeline. You can also manually enter the begin and end time in the Driver Properties dialog box.
34
35
36
9. Click the Output tab and make sure the output settings match the settings below:
10. Hit the Render button. You have rendered your first image in MachStudio Pro.
37
38
Legal Notice
All asset files including, but not limited to 3D models, animations, textures and materials, are the property of studio|gpu and provided solely for the purpose of user training. Any commercial use of these assets without expressed written consent by studio|gpu is strictly prohibited.
39