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- The Material Designer
- FMaterials determine the display characteristics for objects in a view.
- *2MRemember that objects exist simply as wireframe models; skeletons that define
- *2Nthe shape of each object. Materials are the "skins" that are wrapped over the
- *2Oobjects' "skeletons" to make them solid entities. A material is independent of
- *2@any object or surface to which it might eventually be applied.
- *APEach material resource is displayed as an icon in the Materials Resource Palette
- *2Hof the Resource Manager on the Project Designer. Each icon displays the
- *22material attributes associated with the material.
- *AIThe Material Designer is used to define the characteristics of materials,
- including
- Illumination
- ) choices (the "finish" on the material),
- Colors
- Textures
- Highlight
- and
- Opacity
- .. A material can be made of a solid color (eg
- tTfor plastics) or an image texture; the finish can be matte or glossy; it can reflect
- *2Pa specified image texture; and it can be set to varying degrees of transparency.
- *AHRemember that the way a material appears in the rendered view depends on
- *2Lmany factors. In addition to the material definition as set in the Material
- *2QDesigner, other factors that influence the appearance of the material include the
- *2Nway the material is mapped to the object (defined in the Object Designer), the
- *2Ltype and color of the light being cast on the material (defined in the Light
- *2DDesigner), the shadows, etc. The Material Designer defines only the
- *2Fcharacteristics of the material. The way the material is used and the
- *2Kenvironment in which it is used have a profound impact on the appearance of
- the material.
- *AMMaterials are created by default when an object is loaded into Renderize Live
- *2PEZ. In addition, material-to-object relationships can be modified as needed, or
- *2Lcompletely re-assigned if necessary, using the Select Toolbox on the Project
- *2NDesigner. The functionality of the Select Toolbox is discussed in appropriate
- *2Pareas of this chapter; a more detailed discussion of the command is found in the
- *2 Project Designer Window chapter.
- The Materials Resource Icon
- *cNThe material resource icons update each time a material definition is saved to
- *2Pdisplay that material's look, including the color and/or texture, shininess, and
- *2Jtransparency defined for the material. Therefore you can see a material's
- *2;properties simply by looking at the icon for that material.
- *AQThe default icon for a material is a rectangular box with rounded edges. If this
- *2Picon does not have enough shape to display a material's characteristics, you can
- *2Pchange the material's resource icon. To do so, point to the material whose icon
- The Material Designer
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- Myou wish to change, hold down the Shift key, and press the left mouse button:
- *2*the icon is now displayed as a human head.
- The Default Material
- *cJWhen no object resources have been loaded into Renderize Live EZ, only one
- *2Pmaterial exists in the Materials Resource Palette: the "default" material. This
- *2Jmaterial is a gray matte color, with no shininess or reflective qualities.
- *AMWhen an object is loaded into Renderize Live EZ, a resource icon representing
- *2Rthe object is displayed in the Objects Resource Palette. In addition, one or more
- *2Kmaterial resource icons are created and displayed on the Materials Resource
- *2KPalette. When loading an AI file or a GED file from Visual Font, different
- *2Jmaterials are assigned to the front and side faces of the extruded shapes.
- *APTo assign new properties to a materials, drag and drop the desired material icon
- *2+into the Edit Well of the Project Designer.
- The Viewport
- *cKThe Material Designer window includes a viewport (located below the current
- *2Dresource name), in which the material being created or edited may be
- *2$previewed as applied to an object.
- *AITo view a material on an object, drag the desired object from the Objects
- *2OResource Palette on the Project Designer and drop it into the Material Designer
- *2Kviewport. The object will be quick-rendered and displayed with the current
- *2Omaterial settings. Note that the settings used are the current settings in the
- *2OMaterial Designer, regardless of whether or not these settings have been saved.
- *ADAfter viewing the quick-rendered object, you can change the material
- *2Ldefinitions and click on the viewport again to re-render the object with the
- *2Oupdated settings. In this way you can quickly and iteratively work towards the
- *2Odesired material effect. Remember to save your changes once the desired effect
- has been reached.
- *ALThe quick-rendered object in the viewport shows an approximation of material
- *2Fcharacteristics. This quick render doesn't display lighting or shadow
- *2Ncharacteristics, and doesn't take into account the mapping type. All of these
- *2'factors affect the final rendered look.
- *AIAfter an object has been dropped into the viewport and quick-rendered, an
- *2Kimage can be dropped into the viewport and displayed as a background behind
- *2Kthe quick-rendered object. To add a background image to the viewport, drag
- *2Othat image from the Images Resource Palette of the Project Designer and drop it
- *2Linto the viewport. Similarly, a color can be dropped into the viewport as a
- background for the object.
- The Material Designer
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- Material Illumination Types
- *cOIllumination refers to the way in which a material reacts to cast light. There
- are four illumination types:
- Constant
- Matte
- Shiny
- Image Reflect
- tKThe illumination type that is selected here determines what other color and
- *2Mtexture options are available in the Material Designer window. Each of these
- *23options is discussed in full later in this chapter.
- Constant Illumination
- *POConstant illumination means that the color assigned to a material does not vary
- *2Nwith lighting or angle, but remains constant over the entire surface. This is
- *2Oalso known as "flat shading," because none of the depth of a flat-shaded object
- *2Ocan be perceived. A sphere rendered using constant illumination will appear as
- *2<a circle: the "roundness" of the sphere will not be visible.
- Matte Illumination
- *PLLight from a material with matte illumination is totally diffuse. It has no
- *2Mreflective spot, but the color value of the material varies with the angle of
- *2Nintercept with light vector. A material with matte illumination shows shading
- *2Eeffects from the lighting environment. A sphere rendered using matte
- *2Rillumination can be likened to a basketball: it has color and texture, but because
- *2Sthe ball is not shiny, it has no specular highlights or reflective characteristics.
- Shiny Illumination
- *PQA shiny surface reflects cast light. Its color at any given point depends on its
- *2Mown basic color and the color of the reflected light. Shininess also implies
- *2Psheen, which is the degree of reflectiveness of the material. A sphere rendered
- *2Rusing shiny illumination can be likened to a bowling ball: the surface of the ball
- *2Qis shiny, reflecting a certain amount of light and generating specular highlights
- *2Son those areas of the ball that reflect light into our eyes. When defining a shiny
- material, a
- HiLite Size
- < dial allows you to set the size of the specular highlight.
- tKThe location of a highlight on an object is determined by several factors,
- *2Fincluding the positions of the light and the object in relation to the
- *2Ocamera.
- Therefore setting highlights can be tricky. Renderize Live EZ supplies
- *2La simple method for positioning a light so that a highlight will appear at a
- *:,specified location. This is done using the
- mouse button when a light is
- wwpww
- wwpww
- loaded into the Move Well.
- The Material Designer
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- Image Reflect Illumination
- *PPImage Reflect uses any image as a reflection map: therefore, the reflection that
- *2Happears on an object mapped with this material is not necessarily a true
- *2Hreflection of the environment around that object. In many cases this is
- *2Lacceptable because the reflect texture is needed simply to create a polished
- *2Peffect for a material. For example, a gray scale image of large black and white
- *2Qvertical stripes makes a good reflect texture for gold, copper and other metallic
- materials.
- Assigning Material Colors
- *cNDepending on the illumination type selected for a material, there appear up to
- *2Lthree Color Wells on the Material Designer. The Matte Color Well determines
- *3&the actual color of the material; the
- Shiny
- )f# Color Well determines the color of
- Pthe specular highlight, or "hot spot" on a shiny or reflective material, and the
- HiLite
- )vJ dial determines the size of the specular highlight; and the Reflect Color
- PWell determines the tint of a reflect texture that is assigned to the material.
- *APTo define a color for a Color Well, point to the desired well and press the left
- *2Jmouse button: the Color Toolbox is now opened and any changes made in that
- *2JToolbox are displayed in the current Color Well. The use of Color Well is
- *2Fdescribed in full in the Renderize Live EZ Interface Overview chapter.
- *d"The Matte or "Constant" Color Well
- *PJThe color that appears in this Well determines the underlying color of the
- *2Mmaterial. The name of this Color Well, "Matte", changes to "Constant" if the
- *2(Constant illumination type is enabled.
- *AMConstant illumination materials will appear flat-shaded in this color. Matte
- *2Nillumination materials will appear this color when fully lit; partially shaded
- *2Jareas will appear at some degree of luminance below this color. Shiny and
- *2KReflect illumination materials also use this as their underlying color, but
- *2Lreflection colors and highlights, in addition to light shading, will largely
- influence the final look.
- *AKA material can be defined with a matte color alone, or with an accompanying
- *2NColor Texture. A Color Texture, described below, is an image that is assigned
- *2Oas a material texture. When rendered, the material displays the selected color
- *24texture, but "tinted" with the selected Matte Color.
- The Shiny Color Well
- *PJThe color in this Well determines the color of the specular highlight on a
- *2Nmaterial of Shiny or Reflective illumination (this Well does not appear if the
- *26Constant or Matte illumination settings are selected).
- The Material Designer
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- tOIf a Shiny or Reflect illumination type is selected, the material will act as a
- *2Tshiny material, reflecting the light that hits it. Therefore a "sheen," or specular
- *2Phighlight may appear over an area of the object that is rendered with a shiny or
- *2Oreflective material. The location of the specular highlight is a factor of the
- *25position of the light, the object, and the viewpoint.
- *ANThe degree of shininess that you define for a material will have a significant
- *2Minfluence on the material's appearance. Using the Shiny Color in conjunction
- *2Fwith the HiLite Size, you can create realistic sheen characteristics.
- The HiLite Size Dial
- *PPThe degree of shininess, as expressed using the HiLite Size dial, determines the
- *2Odiffusion with which cast light is reflected from the surface. The shinier the
- *2Qsurface, the smaller the specular highlight is: it reflects from the surface in a
- *2Sbright "pinpoint". The less shiny a surface, the larger the specular highlight is.
- *2PYou can think of a highly polished surface reflecting light in a tightly focused
- *2Ibeam and a duller surface reflecting more widely and more diffusely. For
- *2Ppractical purposes, the shinier the material the smaller the spot, and therefore
- *2)the lower the value you would set here.
- *ARIn the real world, the intensity of the highlight diminishes as the highlight area
- *2Kbecomes larger (the material becomes less polished). However, in Renderize
- *2OLive EZ the area and intensity of the highlight are independently controlled to
- *2Kgive you a greater degree of flexibility in defining materials. To enhance
- *2Irealism, you may wish to reduce the brightness of your Shiny Color as you
- increase the HiLite Size.
- The Reflect Color Well
- *PJThe color in this Well determines the underlying color of an image texture
- *2Dbeing used as a reflection map. This Well appears only if a Reflect
- illumination type is enabled.
- *AOThe reflect color only affects the appearance of the Reflect Texture, described
- *2Rbelow. If no Reflect Texture is defined for a material, the affect of the Reflect
- *21Color is not taken into account during rendering.
- Assigning Textures to Materials
- *cOImages can be used as texture "maps" in material definitions. The two kinds of
- *23texture maps are Color Texture and Reflect Texture.
- *AMTo use an image as a texture, the desired image must first be loaded into the
- *2MImages Resource Palette in the Project Designer. This is done using the File,
- *2GLoad Image command on the Menu Bar of the Project Designer. To load an
- *2Himage into a Texture Well, click on the desired image icon in the Images
- The Material Designer
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- HResource Palette and drag it to the desired Texture Well on the Material
- *2,Designer, then drop the image in the Well.
- *AJTo remove an image from a view, point to the image in the Background Well,
- *2Jhold down the Alt key on the keyboard and press the left mouse button: the
- image is removed from the Well.
- The Color Texture Well
- *PNThe Color Texture essentially determines what the material is made of. If the
- *2Oimage in the Color Texture Well is a picture of black marble, then the material
- *2Lis black marble; if the image in the Color Texture Well is a picture of wood
- *2!grain, then the material is wood.
- *ALImages to be used as Color Textures are usually small swatches of a texture.
- *2DThese swatches are repeated as they are mapped over an object during
- *2Prendering, so they are often cropped in a way that the pattern repeats correctly
- *2Nas the image is repeated, creating a "seamless" material. The appearance of a
- *2IColor Texture during rendering depends on the orientation of the material
- *2Pvis-a-vis the object on which it is being rendered, and on the mapping type that
- *2Ois selected (texture map orientation and mapping types are described in full in
- *2$the Object Designer Window chapter).
- *AGThe color displayed in the Matte Color Well influences the way that the
- *2Mrendered texture appears. In this way it is possible to modify a basic Color
- *2KTexture to create a variety of materials. For example, a single wood grain
- *2Stexture can be used to create a variety of materials of different wood types: a red
- *2Kmatte color can be used in conjunction with the wood grain color texture to
- *2Ssimulate cherry, light yellow for white oak, etc. If you don't want the hue of the
- *2;Color Texture to be changed, define a Matte Color of white.
- The Reflect Texture Well
- *PLThe Reflect Texture uses an image as a reflection map. The image appears in
- *2Lthe rendered view as a mirrored reflection on the object that is mapped with
- *2Pthis material. Whereas the Color Texture defines the material that the rendered
- *2Qobject is made of, the Reflect Texture appears as if it exists in the environment
- *2Oand its reflection is being seen in the rendered object. Therefore the texture
- *2Iappears mirrored, and somewhat diffuse or obscured depending on the other
- *2-material properties defined for the material.
- *AGThe way a Reflect Texture appears when rendered depends on a variety of
- *2Ofactors, including the Reflect Color that was selected, the shape of the object
- *2Qbeing rendered, and the position of the lights in relation to that object and the
- viewpoint (camera).
- The Material Designer
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- Setting Material Opacity
- *cKThe Opacity dials are used to create transparent materials. Opacity is the
- *2Ndegree to which a surface blocks or passes light. Wood is 100% opaque. Glass
- *2Fis much less opaque. Nothing has 0% opacity (completely transparent).
- *BGThere are actually three different opacity settings for each material:
- General
- , and
- Hilite
- opacity.
- General Opacity
- *PNGeneral Opacity defines the degree of transparency of the material as a whole.
- *2BSelect this button to enable it, then dial in the desired opacity.
- Edge Opacity
- *PLEdge Opacity is used to make an object more or less opaque at its edges than
- *2Sover the rest of its surface. The default value of zero gives the edges an opacity
- *2Oas defined by the General Opacity level. If you dial in a value greater than 0
- *2Mthe edge will become more opaque; if you dial in a value less than 0 the edge
- will become more transparent.
- *APAs an example of a more opaque edge, think of a flat plate of glass or a bubble.
- *2NThese two objects have very little opacity. At their edges, however, both the
- *2Rglass plate and the bubble are more visible, because of the thickness of the glass
- *2Sand/or the finish of the edges. To simulate this effect, set the Edge Opacity to a
- *2Ovalue above zero so that the edges will appear more opaque than the rest of the
- *2Pobject. The correct settings depend on experiment. In rendering, when it looks
- right, it is right.
- *ANAs an example of a less opaque edge, think of a flame. A flame is more opaque
- *2Sat the center, and more transparent at the edges. To simulate this effect, set the
- *2EEdge Opacity to a value below zero so that the edges will appear more
- *2(transparent than the rest of the object.
- Hilite Opacity
- *PNHilite Opacity is used to add realism to a rendered object by making an object
- *2Qmore or less opaque at its highlights (areas of specular highlight) than over the
- *2Rrest of its surface. An example might be a glass bowl. Over most of its surface,
- *2Mthe bowl has very little opacity. Its highlights, however, reflect almost as
- *2Kbrightly as they would on an opaque surface. Increasing the opacity of the
- *2Khighlighted spots gives the surface more credibility. The correct settings
- *2Fdepend on experiment. In rendering, when it looks right, it is right.
- The Material Designer
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- -Defining a Matte Drop Out (Transparent) Color
- *cPRenderize Live EZ gives you the ability to load or define a "transparency matte"
- *2Kfor a specific color on an image and perform a transparency dropout on this
- *2Jcolor. This is extremely useful when you wish to populate a view with 2D
- *2Pbitmap images such as people or trees, or if you wish to create material effects
- *2Gfor wicker or other loose weaves where there are holes in the material.
- Matte Drop Out
- 8 button enables transparency matte dropout for the Color
- NTexture currently loaded in the Material Designer, assuming a matte exists for
- *2Lthat image. When this button is enabled, an area of the Color Texture image
- *25will appear transparent when rendered onto an object.
- Before you can press the
- Matte Drop Out
- {# button and get the desired effect,
- Nyou must define a "matte" or drop out area: this is the area of the image that
- *2Kwill become transparent when it is rendered. Mattes are defined for images
- using the
- > operation in the Image Designer. Using this command, you can
- Nchoose a color on the image that will drop out during rendering. Although any
- *2Pcolor can be chosen, most bitmaps use black as this "key" color. For example, a
- *2Ibitmap image of a person may appear as the person's likeness over a black
- *2Nbackground. You can define a matte for the black color such that it drops out
- *2Lwhen rendered, and all that appears is the figure of the person. This matte
- *2Ldropout capability is extremely powerful. Refer to the Matte command in the
- *2,Image Designer chapter for more information.
- 'Viewing and Changing Material-to-Object
- Assignments
- *cLRemember that materials are assigned to specific objects or parts of objects
- *2P(layers, color or blocks), and that the materials are created when the object is
- *2Hloaded into the project. To view and change material assignments (which
- *2Omaterials are assigned to which parts of the object), use the Select Toolbox in
- *2Kthe Project Designer. The Select Toolbox, discussed in full in the Project
- *2ADesigner Window chapter, is used to manage the object-to-material
- relationships in a project.
- *ALAnother way to change a material-to-object assignment is to drag and drop an
- *2Iobject into the Move Well on the Project Designer, then drag and drop the
- *27desired material on top of the object in the Move Well.
- *AMA third way to change a material-to-object definition is to save one material
- *2Kresource using a material name that currently exists: when you do this, the
- *2Hnewly saved material replaces the existing material, and takes over that
- *2Lmaterial's object assignment. This method is useful when you have defined a
- The Material Designer
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- tNmaterial for one object, and you wish to use that same material definition for
- other objects in a project.
- Creating New Materials
- *cNNew materials can be defined in two ways. First, a new material can be copied
- *2Ifrom an existing material by changing the material's name in the Material
- *2GDesigner and saving under the new name. The new material appears as an
- *2Oicon in the Materials Resource Palette. However, this material is not assigned
- *2Qto any objects. To use this new material it must be assigned to an object in one
- *2>of the methods described in the section above titled "Changing
- *2 Material-to-Object Assignments."
- *AJThe other way to create new materials is to create new material assignment
- *2Nareas on an object. This method is described in the Select Toolbox section of
- the Project Designer chapter.
- ,Controlling the Appearance of Materials in a
- View
- *cIWhile the basic characteristics of a material are defined in the Material
- *2PDesigner, there are other factors that strongly influence the appearance of that
- material in a rendered view.
- Lights and Materials
- *PLThe amount of light cast on a material in a rendered view, and the direction
- *2Pfrom which that light comes, profoundly affects the appearance of that material.
- *2PIf the material is defined with a Shiny or Reflect illumination, the location of
- *2Lthe sheen, or specular highlight on the material depends on light placement.
- *ANIf a material appears too bright due to lighting conditions, the lights can be
- *2Irepositioned, or the material can be darkened in the Material Designer by
- *2<changing the color in the Matte and /or Shiny Color Wells.
- Self-Illuminating Materials
- *PPYou can define a material so that it appears to be self-illuminating. To do so,
- *2Lpoint to the Matte Color Well, then hold down the Alt key and press the left
- *2Mmouse button. The Color Well is replaced by a series of type-ins, from which
- *2Pyou can set color values numerically. Setting the RGB values greater than 1, or
- *2Osetting the HSV's Value greater than 1, will create a self-illuminating effect.
- *2NThe use of Color Wells is described in Full in the Renderize Live EZ Interface
- Overview chapter.
- The Material Designer
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- Objects and Materials
- *PIThere are many ways that a material can be mapped onto an object. In the
- *2IObject Designer, a number of mapping-related commands allow you to choose
- *2Namong six different mapping techniques and three different ways of replicating
- *2Pa texture swatch over the mappable area. In addition, the position and scale of
- *2Othe texture swatch can be adjusted. Each of these options is a property of the
- *2Nobject, so different objects can use different mapping techniques for a single
- *2 material.
- The Material Designer
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- Nick Josephs
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- Visual Software, Inc.
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