Color and Shading

 

Color Models

Need to be able to quantify and describe colors numerically in a computer

Components can be described spatially using different color models

Software systems often provide several models to assist color creation

RGB color model

Based on additive mixing

Color from direct light combines by adding, known as additive mixing

Red and green lights shining at same spot on white canvas (red and green add to create yellow)

Used in stage lighting, photography, interior design, computer monitors

Primary red, green, blue are added to create other colors

Adding all primaries creates white

Maya provides color specification using RGB color model

Note sliders are colored to indicate colors formed if added

 

 

HSV color model

Color defined by three components: hue, saturation, and value

Represents a more intuitive representation of color selection

Select a color, then adding levels of black or white to produce final color

Hue

The primary color selected around a color wheel

Primary colors often associated with primary emotions

Yellow is closest to light, warmth

Red is most emotional and active

Blue is passive and soft

Saturation

Relative purity of a color from the hue to a shade of gray

Adding more white lessens purity, less saturated

Saturation of 0.0: shade of gray, no hue

Saturation of 1.0: pure hue

Fully saturated color is simple, highly emotive and expressive (circus)

Less saturated colors are subtle and restful (dentist’s office)

Value

Relative intensity or brightness from light to dark

Tonal gradations (tone is constant, not affected by color)

Adding more black lessens brightness, less value

Value of 0.0: 100% black added

Value of 1.0: 0% black added

Maya provides color specification using HSV color model

Note sliders are colored to indicate colors formed if added

 

 

 

 

 

Shading Models

Simulates how light interacts with surfaces to create different types of surface appearances or quality

Shading models calculate the color of a pixel(s) from user-specified shading attributes

Based on physics with several simplifying assumptions, also called illumination, lighting, or reflection models

Different shading models simulate different surface appearances (e.g. rough, smooth, velvet-like, …)

 

 

Shading Panel

Hypershade - Panel for working with materials

Note: useful layout, Panels->Saved Layouts->Hypershade/Render/Persp

Consists of three separate areas: Create Bar, Visor and Work Area

Icon buttons display and hide Create Bar, Visor and Work Area windows

    

 

Visor

Catalog of all appearance-related elements (materials, textures, lights, cameras, …)

Icons for default materials (lambert1, particleCloud1, shaderGlow1)

NOTE: Do not adjust attributes for the default materials

With heavy scenes, Visor becomes very useful for selection (i.e. lights)

 

Work Area

Used to build up more complex surfaces from simple material node

We will use this area when we study surface mapping, feature, and textures

 

Create Bar

Displays various types of nodes used to build up complex surface treatment

Shows all available types of materials, textures, lights, and low-level utility nodes

 

 

Shading Materials

In Maya, shading models are referred to as Materials

Complex surface treatments are built from first selecting a material (shading model)

User then modifies various material attributes to create different appearances

Materials, as with other objects in Maya, are nodes with attributes

 

Creating Materials (several methods)

 

RMB in Hypershade work area (Create->Materials->…)

 

MMB drag and drop from Visor Create directory to Work Area

 

Panel Create menu selection (Create->Materials->…)

 

RMB marking menu on object (Materials->…)

 

 

 

Applying Materials (several methods)

 

MMB drag and drop material node on object in scene

 

Select object, shift-select node, RMB menu on node, Assign Material to Selection

 

RMB marking menu on object (Materials->…)

 

 

 

Material Types

 

Lambert

 

Simulates a flat, matte, diffuse, rough surface

 

Light reflects and scatters in several directions

 

No shiny highlight (specular reflection)

 

Reflection greatest where surface orientation is coincident with light direction

 

 

 

 

Phong

 

Simulates a shiny, glossy, smooth surface

 

Combines lambert material with shiny highlight

 

Specular highlight dependent on viewing angle

 

 

 

 

Phong E

 

Similar to phong, softer highlights than Phong

 

Renders slightly faster than Phong

 

 

 

 

Blinn

 

Softer highlights than Phong models

 

Useful for simulating metallic surfaces

 

Less likely to exhibit highlight artifacts as in Phong models

 

More flexible highlight parameters

 

 

 

 

Anisotropic

 

Simulates surfaces made up of small, invisible “grooves”

 

Specular reflection scattered unevenly following grooves

 

Useful for simulating hair, velvet, brushed metal, compact discs

 

 

 

Material Attributes

Materials, as with any other node, can be adjusted by modifying its attributes

There are several ways to load material attributes in the Attribute Editor

Click on the material node in the Hypershade and select Attribute Editor

Click on the material node, ctrl-A will activate the Attribute Editor

RMB over object with material, Materials->Material Attributes

Material attributes are rich in functionality to create interesting appearances

Experiment and push the settings to explore how each attribute functions

 

Color

 

Base color of the material node

 

 

 

 

Transparency

 

Opacity of material, “see-through”

 

Value of 0.0: completely opaque (black)

 

Value of 1.0: completely transparent (white)

 

 

 

 

Ambient Color

 

Adds color to all parts of object

 

Adding deep purple

 

 

 

Incandescence

 

Adds value to the color and intensity of light being reflected from object

 

Simulating emission of light from object itself

 

Does not radiate light nor illuminate other objects

 

Adding a slight dark green incandescence

 

 

 

Translucence

 

Allows light to pass through opaque material

 

Simulates thin materials allowing light passage (i.e. blinds, lampshades, leaves, wax paper)

 

Will also allow shadows to be cast on backside of object between light and material

 

Example

 

Spot light toward camera added inside of sphere

 

Torus added between light and inside of box

 

No Translucence

 

 

Translucence adjusted to 0.6

 

 

Translucence Focus

 

Focuses translucent light in the direction of the light (lower values scatter light)

 

Decreasing Translucence Focus

 

 

Increasing Translucence Focus

 

 

 

Diffuse

 

Degree to which material reflects light equally in all directions

 

Scaling factor of base color

 

Diffuse factor: 0.45

 

 

 

Specular Shading

 

Not available in Lambert model (only Blinn, Phong, PhongE, Anisotropic)

 

Variety of attributes in different models

 

Can modify size, color, falloff of highlight

 

 

 

Tip: size of highlight should match light position, size, type

 

Tip: light gray value will blend highlight with base color more naturally

 

Tip: highlights and transparency

 

May need to increase intensity to see on transparent surfaces

 

 

 

 

Increasing specular intensity (value component)

 

 

Tip: highlights and metallic surfaces

 

Use base color for specular color

 

Can copy exact colors by sampling other colors

 

Open Specular Color chooser

 

Select eye-dropper icon

 

 

Sample color from base Color button

 

Specular color contains same color