Saturday, September 25, 2010

PHOTOSHOP and seamless texture



Whether three-dimensional design, or web production, or advertising printing, the use of seamless mapping is clearly more broad. Some filters are designed specifically for mapping, but I always feel inconvenient to use. With a filter of any special tools or other disadvantage is that I lost control of texture. Making a map, you always some specific considerations, especially when the raw materials used to make Tietu can not have Tietu conditions, is likely to make people know what to flawless.



In fact, when considered carefully, making a seamless texture, is not difficult, can in Photoshop in hand. Let us consider the time when the application of a seamless mapping, site maps will be seamless in the vertical and horizontal, with the right image on the left butt, and below and on top butt. This is obvious. The problem is just butt on them. Do you think a problem? Not at all difficult. Look at the picture above, we will cut the left part, then move to the right, then the rest will be left to the right edge of the natural post-docking on the narrow edge completely. The remaining question is how to make the move to the right of the narrow and the whole image fusion.

To let you see clearly, I put the right point that narrow slightly raised, and made a shadow. They certainly are not the same level, the narrow pressure over the entire map, and a considerable part of the overlap. First to narrow and align the whole map, if necessary, to enlarge these images.



Now let's look at this piece of partial image is above the right half of the entire map. But has been aligned. The middle vertical line is clear. The reason for a considerable part of the two images overlap, is to now be able to use the eraser tool to erase. But you have to be patient, choose the right size rubber edge virtual technology and transparency, do not click on the rub, according to the specific circumstances of images, carefully remove the unnecessary parts. I suggest you just erase the top layer, which has just moved over from the strip. Remember that the entire map layer below the edge position, the eraser will not leave it too close, otherwise this edge will be more clashes. Some places, very close to the color, it is simply removing a little sideline.

Sometimes, the images left and right or up and down is not the same bright. You may need to adjust prior to the image as a whole, with a mask to make the transition options, and then adjust the brightness, contrast and hue saturation. Can sometimes still can not move over the narrow harmony with the whole plan, especially the seamless, it is easily seen. It is recommended that you use Photoshop on the toolbar that black mask, looks a bit like a magnifying glass, but black. It could be used to clean the place to light up. Press and hold the button pressed, will pop up tools, there is also a hand-shaped pattern of the button, the role of the contrary, it makes images darker. Of course, you have to pre-selected brush size, edge virtual technology and transparency.

Seamless production of about completed, will merge two images, then use the same method of making a seamless whole production.

Do not be too care about the details, seamless texture, in most cases is used for shading, completion of seamless treatment is often adjusted to a very shallow level, details are not important. Even as a three-dimensional maps, not to their tune very shallow, you have to take into account the texture map should not be detail design is to prevent an overall sense of three-dimensional objects. Mainly to note changes in color can not be too obvious, is not a strong feature of the change, or will cause significant duplication of flu.



If you do not trust the work yourself, you can try. Is to select it, Copy, and then implementation of the Edit menu of the Define pattern, then, to a new plan, bigger, do Edit>>> Fill, and pop-up dialog, select the Use Pattern option.

Shading your attention to this page yet? Is to use the site map for, of course, I put it up too shallow, and added a point of filter effects. Used here is not beautiful, just an example Bale.







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Friday, September 17, 2010

3DS MAX and some basic materials and practical examples of parameters


The following are some I use the max material in some of the understanding, here for reference only, imperfections like to point out, though not comprehensive, but I believe you have to help.

Material types explained

Start MAX, press the M key keyboard, in the Material Editor dialog box pops up, in the lower left corner of the window material ball get Material button click, pop-up Material / Map Browser dialog box, shown in Figure 01.



Figure 01

1: advanced lighting override (high light material) - this material is generally used with light transmission, rendering time can be well controlled light transmission and reflectivity between objects.

2: blend (fusion material) - two different materials together, according to the different degree of integration, control the display of the extent of two material can be produced using this material deformation characteristics of animation, also can specify an image as a fusion mask mask, using its own gray value to determine the degree of integration of two materials, often used to produce more sophisticated texture objects, such as polished marble, Poqiang, dirty floors

3: compositors (synthetic material) - his function is to add together a number of different materials, including a basic material and 10 additional material, by adding, removal, and mixed to create a complex and diverse material objects, often used to production of animal and human skin, rusty metal, rock and other objects of complex materials.

4: double side (double-sided material) - positive and negative for objects or surfaces inside and outside the two different materials are specified, and they can control the transparency of each other to produce special effects, often double-sided display objects in a number of different needs material animation, such as playing cards, cups, etc..

5: ink'n paint (ink, paint or cartoon material) - cartoon material, black and white over gray is not so soft.

6: matte / shadow (hidden projection material) - it is the role of hidden objects in the scene, rendering can not see, will not block the background, but can also produce other objects block the acceptance of its projection and projection effect, many only see the projector can not see the animation object can use it to make.

7: morpher (deformation texture) - with the morpher modifier to use, resulting in material deformation animation integration.

8: multi / sub-object (multi-material) - you can set the number of material ID, to set up regional or multi-surface objects, the objects specified material, so a friend of this very practical package.

9: standard (basic materials) - the default is the open ball material.

10: raytrace (ray tracing material) - to establish a true reflection and refraction effects, making it the glass is one of the options. Support for fog, color density, translucent, fluorescent and other effects.

11: shell material (shell material) - specifically with the rendering to map the command to use, its role is to render to texture map created paste back to the command object modeling, rendering complex scenes can be occupied by Illumination time.

12: shellac (varnish material) - Simulation of metal paint, floor paint.

13: top / bottom (top and bottom material) - as an object specify different materials a bottom in the top one in the middle office can produce interactive transition effects, and the ratio of two materials can be adjusted.

1: 2DMaps (2d map)

Figure 02.



Figure 02

(1) bitmap (bitmap) - calling for more texture.
(2) bricks (blocks) - you can set it to brick walls and the mosaic and so on.
(3) checker (Checkerboard) - produce two-color grid staggered pattern, used to make brick, tile and so ordered texture.
(4) combustion (burning) - with discreet's combustion post-production software to use.
(5) gradient (gradient) - produces three-color gradient effect, a form of linear and radial gradients of two.
(6) gradient ramp (gradual extension) - produce multicolor gradient effect, providing up to 12 texture types, often used to make the stone surface, sky, water and other materials.
(7) swirl (coil) - the swirl of images produced in two colors, of course, but two kinds of maps, often used to simulate the water vortex, nebula and other effects.

2: 3DMaps (3d maps)

Figure 03.



Figure 03

(1) cellular (cell) - In addition to extracellular used to simulate the stone walls, cobblestone pavement and even the effect of the sea and other objects.

(2) dent (dent) - can produce a weathering and corrosion effects, commonly used in bump mapping, can do rock, rusty metal effect.
(3) falloff (attenuation) - produce two-color effect of the transition, (or both of the map) often with the opacity (hollow) mapping method to use, produce clear attenuation effect, for the production of crystal, sunlight, neon light, eye and other things, also used with the mask (mask) and mix (mixed) map, producing more material or cover the effect of gradual integration.
(4) marble (Marble) - produces the effect of fault rocks, also used the wood texture.
(5) noise (dry wave) - There are two color or texture of random mixing, to produce a hybrid point disorder effect, use more frequently, often used in rock, sky and so on.
(6) particle age (particle age) - dedicated to particle system, according to the time period set by the particle, respectively, beginning, middle, end of a particle specified three different colors or images, like the color gradient, but the real dynamic gradient, suitable for particle flow colored effect.
(7) particle mblur (particle motion blur) - According to the particle velocity fuzzy processing, often used with opacity maps.
(8) prelim marble (perlite) - in two colors mixed, produce effects similar to perlite texture. Common production of marble, planet and some have irregular texture of the object material.
(9) plante (planet) - have a similar effect of the earth texture, according to the color into the marine and terrestrial, often making the planet, the effect of rust.
(10) smoke (smoke) - filamentous, mist, flocculation and other disorderly texture, commonly used to do background and opacity maps, and bump the performance of rocks can also be combined with the effect of surface corrosion.
(11) speckle (speckle) - produce two-color stripes miscellaneous reasons, do granite and dust.
(12) splat (paint) - have a similar paint splash effect, so spray the walls, erosion and run-down of the object results.
(13) strucco (ash) - functions like splat, for corrosion and rusting of metal objects in run-down effect
(14) water (water) - a three-dimensional and plane wave texture.
(15) wood (wood) - do wood, wood, planets and so on.

3: Compositiors (synthetic textures)

Figure 04.



Figure 04




[Next]



Is the different textures and colors mixed treatment, so that they become a map.
(1) compositors (synthetic) - multiple textures together, by mapping their own alpha channel, or output amt to determine the transparency of each other.
(2) mask (mask) - use a map as a mask, gray by mapping the size of their maps to show the material to be masking effect.
(3) mix (mixed) - mixed with two kinds of maps, by adjusting the number of values to produce a mixed result of the fusion with each other.
(4) rgb multiply (rgb multiplier) - the main way to cope with bump mapping, allow two colors or textures multiplied color processing, to increase the image contrast.

4: Color Mods (color change map)

Figure 05.



Figure 05

(1) out put - output - designed to set up some non-output mapping type.
(2) rgb tint - rgb coloring - through three color channels to adjust the map's colors, eliminating the need for us in the other image processing software processing time.
(3) vertex color - vertex colors - for editable grid object, it can also be used to create color gradient effect.

5: Other (reflection and refraction of type map)

Figure 06.



Figure 06

(1) flat mirror (mirror reflection) - for a total simulation of the surface plane mirror reflection effect, with the use of reflection mapping.
(2) raytrace (ray tracing) - to provide real full reflection and refraction, but longer rendering time.
(3) reflectrefract (reflection and refraction) - with the reflection, refraction maps generated using reflection, refraction effects, faster, can be used for animation.
(4) thin wall refraction (thin wall refraction) - with the reflection map used to produce the refraction lens distortion effects, speed, used to make glass and a magnifying glass, produce more realistic textures.


Here are some of the production method and material parameters (this is a living)
Note: - The delivery layer

1: broken roof

Using blend materials - transition zone - the exchange of the region - by adjusting the value to control the shape of the curve, when the two values close to, the texture of black and white transition zone will have a clear sharp edge integration, otherwise the integration of a fuzzy edge

Material 1 --- diffuse - noise mapping - color1 - dark brown, color2 - dark yellow size - 20
bump - noise --------- amount - 690 - strong bump
Material 2 - fill the first of the pit, but also effects the performance of crack
diffuse - noise - color1: dark brown, color2: beige, size: 3
bump - marble - black, white --- 40amt
Fusion Set: mix amt: 70

2: The column (vertical bar with the texture and the corrosion effect of cement dust column)

compositors
Basic Materials - Cement mapping
diffuse - noise - color1: gray, color2: white size: 8
bump - noise - black, white size: 2. 3
Vertical bar textures - Additional Material 1
diffuse - noise - color1: dark brown, color2: lime green
opactiy - marble - color1: dark gray, color: light gray - to achieve exposure through a transparent texture
Vertical bar texture, while the basic materials will be displayed
Dust and corrosive material - Additional Material 2
diffuse - noise - black, gray, size :50 ---- performance of dust
bump - smoke texture - color1: black, white size :10 --- performance corrosion effect
Synthesis parameters ---
Additional Material 1 --- 98 --- 46 Additional Material 2

3: wall (with speckle texture) - carved in the wall with moss

diffuse - specle mapping - color1 - dark green (moss) - color2 (with the dust of the wall): Default color
color2 - noise - color1: Black color2: light brown
bump - texture pattern of the bitmap

4: floor (splat) on the floor covered with dust and dirt

diffuse - splat - color1 - wood texture - the basic material
color2 - noise - black, dark green - the soil dust
--- (Add a bump map to the soil part of the bulge will be more true)

5: covered with gold dust relief

Reflective mode - metal, reflective intensity - 160, smoothness - 31
diffuse - gradient ramp - yellowish - Dark Gold - more yellowish (corrosion discoloration of gold) is also used as a stone
bump - the golden image map
Since the light texture - the golden image map (better reflect the metal outline of light relief)
--- Otherwise, add noise maps can be, or variable blend material with metal scratches

6: Corrosion of metal
compositors synthetic material
Method: You hand the corrosion of metal materials there, and then use additional materials to the performance of corrosion (through transparent textures)
Basic Material: strauss, 97,20
diffuse - noise - color1: dark red, color2: light dark
Additional material: strauss, 87,60
diffuse: corrosion off a bitmap image
opaity: splat

7: The moon (which can be looming in the animation)

top-button material
top material - moonlight - from light yellow for the month
button - the transparency to 0 (to display background reflect the moonlight effect)
Adjust the edge - blend :23 - position: 46
These two parameters can be adjusted to achieve animation effects
At this time the moon is up and down direction, to read about the election should be in the material coordinates in local mode
Moon then you can rotate the scene

8: water drops

Reflective type - phong-smooth high-light area - glass, plastic, etc.
Reflective Intensity - 72
Smoothness --- 48
index of refraction --- 1.33
Specular Map - raytrace - Background color - dark green - instead of the environment, fast rendering - amt - 60
Refraction texture - thin wall refraction - refractive effect produced between objects

Some of these materials is only about the introduction, in practice, we should slowly try to integrate the scene of the parameters.






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