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Textures and Maps
MCC 1013- Computer Modelling
Learning Objective
 Materials and surfaces
 Understanding textures and mapping
© Juhanita 2015
Materials and surfaces
 In the real world, materials or elements have three
natural phases:
 Solid
 Liquid
 Gas
 Each phase has unique properties that define it, and
characterize its look.
© Juhanita 2015
Materials and surfaces
 Surfaces in all phases share common
characteristics or properties:





colour
Shininess
Bumpiness
Transparency
etc
 Materials are also known as shaders
© Juhanita 2015
Visual components of materials
 In the real world, materials have surfaces that determine
how much light the material absorbs or reflects.
 In 3D, materials are definedby several groups of
visual properties, like colour, shininess, and
transparency, which you can mimic real world or
fantasy surfaces.
© Juhanita 2015
Visual components of materials
 Colour
 Bumpiness
 Shininess – specular highlights, anisotropic highlights
 Transparency
 Luminosity – self-illumination
© Juhanita 2015
Colour and Value of Objects
 An object’s rendered appearance is influence by
three different sources of colour and value:
 Ambient – is the hue an object reflects if it’s not directly
illuminated by light source (shadow areas)
 Diffuse – hue assigned to the object
 Specular – hue of any highlights that appear on the
object
© Juhanita 2015
Colour and Value of Objects
 Colour in 3D is represented in:
 RGB(Red, Green, Blue) or HSV(Hue, Saturation,
Value) values to define a surface colour
 or you can map a texture or file texture to a
material.
© Juhanita 2015
Shininess
 If a surface is shiny it can have highlights,
or hard reflectivity values.
 The less shiny it is, the softer is its reflectivity
and less it will reflect other surfaces.
© Juhanita 2015
© mcyuen 2008
Anisotropic Highlights
 These are not round highlights – the specular
highlights so far commonly seen.
 Anisotropic are ecliptical, directional types of
highlights seen probably in hair, velvet, brushed metal
and the data side of the CD.
© Juhanita 2015
© mcyuen 2008
Visual components & materials
 Bumpiness
 A surface can appear bumpy or it actually can
have displacements in its surface values.
© Juhanita 2015
© Juhanita 2015
Visual components & materials
 Transparency
 A surface can be transparent or opaque.
 When ray-tracing a transparentsurface, light rays
that penetrate the surface bend, and the light is
refracted.
© Juhanita 2015
© mcyuen 2008
Visual components & materials
 Self-illumination

Sometimes when light strikes a surface, the
surface appears to be lit from within, or it
appears to have a glowing halo.
© Juhanita 2015
Texture mapping
 Texture mapping is a method,pioneered by
Edwin Catmull, of adding detail, surface texture, or
colour toa computer-generated graphics or 3D models.
 A texture map is applied (mapped) to the surface of a
shape.
© Juhanita 2015
Mapping
The process of assigning material attributes
to an object.
© Juhanita 2015
Mapping
 Before textures are applied, all objects in a 3d package
have a default plastic appearance, usually gray or in
some range of colours.
 Mapping enables the user to give the object a specific
colour, adjust whether it’s shiny or matte, and apply a
patternand so on.
© Juhanita 2015
© Juhanita 2015
Map Channels
© Juhanita 2015
Maps
The common ones are:
 Diffuse maps
 Bump maps
 Reflection maps
 Opacity maps
© Juhanita 2015
Diffuse Map
 Simply said, these maps are generally in Colour and
are used to alter the object’s colouraway from that
defined by the coloursetting into a pattern or image.
© Juhanita 2015
Bump Map
 Bump maps vary the surface roughnness by
manipulating the object’s normals according to a
grayscaleimage.
 Bump maps does not distort the mesh, they
adjust
the normals’ vector angle. These maps use the light and
dark of the map to determine a section’s protrusion,
flush and indent.
 Bump maps are often used in games assets
where details are put on the map rather
than on the mesh.
© Juhanita 2015
Reflection Map
 These are often knownas ‘environment mapping’
because reflection maps are used to provide an
“environment” for the object to “reflect”.
© Juhanita 2015
Opacity Map
 Opacity maps are grayscaleimages that override the
material’s transparency settings and
allow for an
object to vary from opaque to transparent.
 Similarly, an opacity map uses the grayscale values
to control the transparency limits.
An example is putting holes in an object
without resorting to mesh changes.
© Juhanita 2015
© Juhanita 2015
Mapping coordinates
 Mapping coordinatesare a set of coordinates that specify
location, orientation and scale of any textures applied to
an object.
 Similar to the function of coordinates in 3d space,
mapping coordinates can affect the map’s orientation
accurately and effectively.
© Juhanita 2015
Mapping coordinates UVW
 The mesh coordinate system for mapping is called the
UV coordinate system.
 UVW coordinates can be positioned to provide much
more accurate positioning.
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Mapping coordinates UVW
 There are 4 common mapping types for mapping
projections:
 Planar
 Cylindrical
 Spherical

Cubic
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Planar Projection
 Planar projections are flat, useful for mapping objects
like walls, doors or book.
© Juhanita 2015
© Juhanita 2015
Cylindrical Projection
 Cylindrical projections wrap the image around
on of the objects’ axes.
 This may result in a seam which can easily be corrected
with some tiling measures.
© Juhanita 2015
© Juhanita 2015
Spherical Projection
 Spherical projections wrap the image around
the object in a cylindrical mannerand then pinch the
top and bottom closed to surround it.
© Juhanita 2015
© Juhanita 2015
Cubic Projection
 Cubic projections also knownas box coordinates
map from six different directions.
© Juhanita 2015
Shading Modes
 There are several different shaders.
 Someare named for what they do; others are named for
their creators.
© Juhanita 2015
© Juhanita 2015
Lesson Summary
 Texture mapping is a method,of adding detail,
surface
texture, or colourto a computer-generated graphic or 3D
model to mimic real world or fantasy surface attributes
of materials.
© Juhanita 2015
Referrences
 http://www.3dlinks.com/Links.cfm?categoryid=13&subcategor
yid=105&subsubcategoryid=47
 http://www.mobilefish.com/tutorials/3dsmax/3dsmax_quickgui
de_materials.html
 Principles of Three-Dimensional Computer Animation, Michael
O’Rouke
 3d graphics & Animation, Mark Giambruno
 http://www.mayang.com/textures
 http://www.3dtotal.com/tutorials/
 http://highend3d.com/3dsmax/
© Juhanita 2015
Thank You!
And A Very Special Thank You to Ms May Chan for The Content of This Lecture.