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- t&Tutorial 8: Using Alpha Channel Mattes
- Completion time 15 minutes
- tQThe Alpha Matte is a unique and versatile feature. It allows you to define areas
- *2Lof an image to "drop out", and use the image in material definitions so that
- *2Pwhen rendered the drop out areas appear transparent. Because of this ability to
- *2Odrop out a background color, Renderize Live EZ provides you with the ability to
- *2Ftake 2D "clip art" image bitmaps and include them as "objects" in your
- *2Rrenderings. Clip art images of people, cars, trees, etc., can be used to populate
- *2Ca scene and increase realism without having to model every detail.
- *A In this tutorial you will learn:
- What is an alpha matte;
- *A2How alpha matte materials appear during rendering;
- *A;How to enable and disable the matte drop-out for materials;
- *A*How to define an alpha matte for an image;
- *A2How to save an image to disk with its alpha matte;
- *A9How to integrate 2D clip-art images as objects in a view.
- Alpha Matte Applications
- First we'll load a new project.
- Restart Renderize Live EZ.
- Load project "tutor8.eye".
- *A)Load the view "view1" into the View Well.
- Select the
- button to compute shadows.
- Set "Test:1" and select the
- button on the Render Toolbox.
- tIExamples of the two types of Alpha Matte uses are seen in this rendering:
- *2Qpartially transparent materials, and the use of 2D clip art in a view. Both uses
- *2Kgive the impression that the view contains much more detail than the simple
- models indicate.
- *ANIn both images, an "alpha channel matte" has been defined to indicate areas of
- *2Qthe image that should render transparent. The image of the tree is actually on a
- *2Nblack background: this background has been set as transparent so that only the
- *2Mtree appears. Similarly, the wicker image that you see on the pyramid exists
- *2Lwith a brown base hue between the strands of wicker, and this background has
- *2Obeen set as transparent. In addition to rendering part of the image completely
- i&Tutorial 8: Using Alpha Channel Mattes
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- Mtransparent, shadows are calculated from only the visible portions, providing
- *2*intriguingly detailed shadows as a result.
- *AMAn alpha matte serves to define those areas of an image that you wish to make
- *2Itransparent. An image's alpha matte is saved as a part of the image, but
- *2Iwhether or not that alpha matte is used to create a transparent effect is
- *2$controlled in the Material Designer.
- *AQTo appreciate the power of the Matte drop out, let's turn it off for the pyramid.
- +xB7Drag and drop the material "wicker" into the Edit Well.
- *A9Find the "Drop Out Matte Color" check box and disable it.
- *A4Re-save the material "wicker" and confirm "Replace."
- $Note that the material icon updates.
- Minimize the Material Designer.
- Select the
- button on the Render Toolbox.
- NNow the object renders as a solid. Once a Matte is saved with an image it can
- *2Ealways be switched on or off using the "Drop Out Matte Color" button.
- Creating the Alpha Matte
- *cNAlpha Matte information is defined in the Image Designer, and saved to disk as
- part of the image.
- +xB5Drag and Drop the image "wicker1" into the Edit Well.
- Select the
- ) button at the top of the Image Designer.
- MCreating an alpha matte involves nothing more than selecting a color from the
- *2Mimage and assigning all pixels with that color to the matte. The alpha matte
- *2Omay also be set to apply to a range of colors around the selected value via the
- "Delta" dial.
- *ASLet's re-define the alpha matte in the wicker so the wicker, not the base color, is
- dropped out.
- +xBAHold down the Shift key on the keyboard, and drag the cursor over
- *2Dthe loaded image while depressing the left mouse button. Notice the
- *2DColor Well in the bottom of the Image Designer: it reports the color
- *2*value of the pixel at the cursor location.
- *A?With the cursor over the wicker portion of the image (yellowish
- area) stop selecting.
- *A?Drag and drop the selected color from this Color Well up to the
- Background Color Well.
- *A$Select on the "Create Matte" button.
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- tHWe have now set an alpha matte! When the cursor returns we can view our
- new alpha matte.
- +xB"Select on the "Show Matte" button.
- tJWhen the Show Matte button is depressed, those areas of the image that are
- *2Odefined as part of the alpha matte (and will render transparent when the Matte
- *2O"Drop Out" button is selected in the Material Designer) are displayed in black.
- *2AThose areas of the image that will appear are displayed in white.
- *AONote that some wicker portions were not included in the alpha matte: there is a
- *2?break in the black cross pattern. Let's see why this occurred.
- +xB@Select on the "Show Matte" button again to deselect it and bring
- back the original image.
- tJNotice that the wicker image gives the impression of a weave due to a drop
- *2Ishadow. The shadow area is a different color value than the wicker area.
- *2LBecause we didn't make allowances for this difference, the shadow portion of
- *2Ithe image was excluded from the alpha matte. To include it we must set a
- *2Sgreater delta value. The delta value, set by the "Delta" dial, instructs the matte
- *2Mto include color values above and below the precise value that appears in the
- "Background Color" Well.
- Set the "Delta" dial to .15.
- Select "Create Matte".
- Select "Show Matte".
- tCNow we have included all portions of the wicker in the alpha matte.
- +xB%Save the image and confirm "Replace".
- tJYou must always remember to save your image after creating an alpha matte.
- *2JNo outward change will be evident, but the re-saved image will now contain
- alpha information.
- Important Note
- :: Images with alpha information must be saved to disk as a
- 32-bit non-compressed TGA file
- + in order to retain the alpha channel matte
- tKinformation that you have defined. We recommend that you save the image to
- *2Lthis file format as soon as you have defined the alpha channel matte to your
- satisfaction.
- *A*Let's render to see our new alpha at work.
- Minimize the Image Designer.
- *A>Maximize the Material Designer and select the "Drop Out Matte
- Color" option to enable it.
- Save and confirm "Replace".
- Close the Material Designer.
- Select the
- button on the Render Toolbox.
- w&Tutorial 8: Using Alpha Channel Mattes
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- MIt's important to note when mapping a 3-D object with alpha matte images, the
- *2Mobject becomes partially see-through. You may therefore want the backside of
- *2Rthe object to render. Setting the object to render with backfaced polygons is the
- best way to accomplish this.
- *AMThe pyramid is being rendered with backface polys. Let's see what happens if
- this is turned off.
- +xB6Drag and drop the object "pyramid" into the Edit Well.
- *A'Select "Render Backface" to disable it.
- *A&Save the object and confirm "Replace".
- Close the Object Designer.
- Select the
- button on the Render Toolbox.
- Notice the difference.
- -Integrating 2D Bitmap Images into a Rendering
- *cNThe alpha matte feature also provides users the unique ability to integrate 2D
- *2Kelements in a 3D environment. The tree in our view is not a 3D object: that
- *2Iwould take more effort to model and render than we wish to spend for this
- *2Gproject. It's an image of a tree mapped onto a flat object. Rendering
- *2Gphotographic clip art images stripped from their background and casting
- *2Ishadows around the remaining image makes for very powerful visual impact,
- without much effort.
- +xB.Drop the object "eucapoly" into the Move Well.
- PNotice that this object is a simple rectangle. The 2D image is mapped onto this
- *2*rectangle in a straight ortho perspective.
- +xK Press the
- 5 button, located on the Object Space area of the Move
- wpwwpww
- 6Toolbox, to rotate the object around its local Y axis.
- *A>Drag the pointer in the viewport to rotate the object about 90
- degrees around its Y axis.
- Select the
- 0 button on the Command Bar to display the Render
- Toolbox.
- Select the
- button on the Render Toolbox.
- HOf course you are somewhat limited in the placement of 2D image/objects,
- *2Imaking certain that they face both camera and shadowing lights. They are
- *2Jafter all 2D images: they have no real depth, so viewing them and lighting
- *2Lthem from the side should be avoided. Their use can add enormous amounts of
- *2Jdetail without excessive design time. Modeling trees and people, or other
- *2Nobjects with intricate detail, can prove exhausting without returning the same
- *2:effectiveness as a simple 2D plane and photographic image.
- X Tutorial 8: Using Alpha Channel Mattes
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- tKTo encourage the use of 2D images, Renderize Live EZ provides a very simple
- *2Jand automatic way of adding them to a rendering. There is a button in the
- *2HMatte Operations section of the Image Designer called "Create 3D Object"
- *2Nwhich, when selected, does the entire process for you. The "Create 3D Object"
- *2+feature in the Image Designer accomplishes
- important actions:
- FIt creates an object (2D plane) at the same aspect ratio as the image;
- *AGIt creates a material using the current image as the Image Texture, and
- *2+enables the "Drop Out Alpha Matte" feature;
- *A&It assigns the material to the object;
- *A1It adds the object to the currently loaded view.
- tOBecause the ability to create 3D objects out of 2D images is most often used in
- *2Oconjunction with the alpha matte feature, it is included as a part of the Matte
- Image Operation.
- +xB Load "view2" into the View Well.
- tJNothing appears in the viewport because no objects have been added to this
- *2 view yet.
- +xB2Drag and drop the image "tree" into the Edit Well.
- Select the
- operation.
- tNNotice the button at the bottom of the operations area on the Image Designer -
- *2Q"Create 3D Object". First let's create a Matte for the image's black background.
- +xB>Hold down the Shift key on the keyboard and use the left mouse
- *29button to select the black background of the image as the
- background color.
- *A<Drag that color from the Color Well below the Image Designer
- *2@viewport and drop it into the Background Color Well of the Matte
- command.
- Set "delta" to about 0.05.
- Select "Create Matte".
- Select "Show Matte" and verify.
- *A%Save the image and confirm "Replace".
- Now we will create a 3D object.
- Select "Create 3D Object".
- Important:
- @ When you create a new object using this command, that object is
- tQautomatically loaded into the current view. If there is no current view (no view
- *2>is loaded into the View Well), this command will not function.
- Close the Image Designer.
- tLLook at both the Material Resource Palette and the Objects Resource Palette,
- *2Oand notice the addition of both a material and object with the same name as the
- h&Tutorial 8: Using Alpha Channel Mattes
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- Kimage from which they were created. Also note that the object icon name is
- *2Fhighlighted, indicating that it is already loaded in the current view.
- *APNote: For this tutorial, the camera in "view2" was placed so that the new object
- *2Lwould naturally load centered into the view. This most probably won't be the
- *2Icase in the real world. Though Renderize Live EZ automatically loads the
- *2Mobject, it does so to the origin in the world coordinate system. If you have
- *2Jmoved your camera during scene creation, you may need to center the object
- *2'before it is visible in the viewport.
- Select the
- button on the Render Toolbox.
- IAs you can see, 2D bitmaps can be quickly and easily integrated into your
- renderings to increase realism.
- X Tutorial 8: Using Alpha Channel Mattes
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- Visual Software, Inc.
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