Lighting and Rendering p.2
LightCaps
You have a lot more control with this lighting system. But keep in mind that Lighting works with Material.
Low Falloff -> sharp Light/ almost tune light.
Bounce light wont cast shadows.
Diffuse channel- color
Specular channel - reflections
You can add a light, that would have lets say only Specular channel- only the specularity will show off. Its nice to use as a Rimm light.
In the Shadows BPR settings you can control the softness/ harshness of the shadow by tweaking the Rays and Angle amounts.
You can assign a texture to the light.
Or use HDRIs for your environment and lighting.
If the shadows get clipped-> that means the grid of the floor is not big enough. You can make it bigger by going to Draw-> Floor Size
If the shadows get clipped-> that means the grid of the floor is not big enough. You can make it bigger by going to Draw-> Floor Size
When you have HDRI on and press the big LightCaps botton, it will generate the lights from the HDRI.
Standard Materials
(to assign a material->have M on, go Color-> Fill Object)
1- Sculpt
2-Texture
3- Create Lights-
these two work together
4- Assign materials-
5- Render Settings
*Shadows
*Ambient Occlusion
The three main sliders:
Ambient
Ambient
Diffuse
Spec
Phong and Blinn Materials- the two main cg materials. When the slider set to 0- it is Phong, set to 1-> it is a Blinn
Phong- good for shiny stuff- plastic/ metal/..
Phong- good for shiny stuff- plastic/ metal/..
Blinn- nonshiny - skin/matte plastic.
Anisotropic Specularity -
Spec Graph- how tight the spec is. The more 90 degree the graph is, the more tight the spec is. the closer it is to 45 degrees, the smoother the spec.
In the bottom the colors of the swatches:
Diffuse - color
Specular- color of the spec
Ambient - sometimes washes out material color
Cavity - controls cavity's colors
Every one of these has a slider up at the top, that controls intencity of each channel. (Diffuse, Specular, Colorize Ambient, Cavity Colorize,..)
Filtering System
In Render Manu->BPR Filters
Clicl on a dot by the filter-> Filter is on
Filter->Noise / Multiply/....etc
Noise - strength of the Filter
Opacity - how much will go through
Mask 1- put only on character -1 -put on the BG, 0 -on both
Shadow to 1- tu put only in shadow areas -1- no noise in shadows
Fresnel- when smth faces the camera- won't get noise, when the surface turning- get noise
Filter->Colorise
Mask to 1- will put it only on character, turn Fresnel on ...+Red Color-> shows a bit as a skin transparency
Filter-> Blur
Depth on-> looks at what Is closer to camera, what's farther. You can put in an are of depth of field ( Depth A- where the Focus starts, Depth B - where blur starts).
- instant depth of field
Colorize-> Black
Edge detect - Toon shading
Radius- how big is the Radius of an edge (smaller dots- bigger dots)
Sensativity- how much plane changes it detects. Smaller-> only to major edges, Bigger->detects all skin pores
You have the same for Cavity.
You have the same for Cavity.
Cavity Radius- how much of the falloff you get. Sensitivity- how much of cavity it detects
As an example:
ToonShading
Choose Basic Material, effect the Diffuse: Material-> Diffuse
Sterngth-> put to 1 (makes 2 values- light and dark)
Sterngth-> put to 1 (makes 2 values- light and dark)
Steps next to Strength slider set to 3-> will have more values for shading, 3 value tones.
The forth highlight is a specularity, where you also can have steps->set to 2*
For the toon shadows-> BPRShadows, set Angle to 1 and Ray ->to 1
For the toon shadows-> BPRShadows, set Angle to 1 and Ray ->to 1
Materials-> Mixer-> Outline and Depth sliders for the Outline
MatCaps
Download, unzip-> Materials-> Load Material
or
You can make any material you want from an image of the material
You can make any material you want from an image of the material
Choose a big Image, that would have a roundness to it and therefore a lot of value change.
1.Select the Plane 3D ( a tool)
2. Select the Material Flat Color
3. Tool (in the right bar)-> Texture Map-> Import
4. Move plane to the top left corner and snapshot plane to Doc ( Shift+S)
4. Move plane to the top left corner and snapshot plane to Doc ( Shift+S)
5. Load the Demo Head ( it will swap out the plane)
6.Select any MatCap Material (*Pearl Cavity)
7. Subdiv Levels to model IF NEEDED( you want to have smooth surface)
8. Select the MatCap Tool ( in Tools->MatCap Tool) Switch when asked
9. First Click- is an overall color ( click on the Image)
10. Then click on Img to add values and tones
11. Alt+ Click on the dots to delete the Markers (5-6 is about enough normally)
12. For speck- click on the spot, hold CTRL and drag out - to effect how tight the Spec you want
13. Then you can tweak the Settings in the material tab
14. MatCap Mixer in the very bottom of the Materials setting -only available at this stage of material creation
15. -the last step- Select some different Tool, Draw out the Head or some other tool and go to edit mode.
16. Save the Material. Material->Save as...
You can still adjust the material with all the sliders with letter A in the Material Settings
or you can make it in Photoshop
Create 512x512 doc
Draw out a sphere, that clips to every edge of the frame. A slightly oversized sphere. (If you wont do that, ZBrush will grab the BG color)
Paint the Material.... Outside- the back of the model, Inside- what's inside...
Swap the img of the Sphere in ZBrush ( Pick whatever MatCap-> go to Material settings and click on the sphere img in the bottom, load the img you saved from Photoshop or Internet)
If you want to combine matcaps-
Put two spheres on one img. Place it side by side, crop it so it is clipped on all sides. Import into ZBrush, one sphere will effect the cavity, another- the surface. You can switch which sphere does what within ZBrush.






















































