| 00:00:08 |
00:00:10 |
Hey there folks, Brian Maffitt here
with Total Training. |
| 00:00:11 |
00:00:15 |
To make your 3D scenes look their
best, you'll need to understand what's |
| 00:00:15 |
00:00:19 |
happening with the various new 3D material
properties, so let's take a look |
| 00:00:19 |
00:00:23 |
at a scene I just created for Total
Training Online. Here we |
| 00:00:23 |
00:00:29 |
see a curved wall of Adobe CS6 icons
sitting atop a stage, which |
| 00:00:29 |
00:00:32 |
is a simple vector shape that I
have extruded and rotated 90 |
| 00:00:32 |
00:00:36 |
degrees. And there is a backdrop
which is just a simple plane |
| 00:00:37 |
00:00:40 |
with a gradient applied to it to
simulate a column of light. |
| 00:00:40 |
00:00:45 |
And I want to see our boxes and
backdrop reflected in the stage |
| 00:00:45 |
00:00:47 |
but in a semi-realistic way. |
| 00:00:48 |
00:00:51 |
If we just crank up the reflection
intensity, we'll get a mirrored |
| 00:00:51 |
00:00:55 |
effect, but that's not what a stage
floor looks like. Even set |
| 00:00:55 |
00:00:59 |
to 50%, it creates a better lit
result, but the reflections are |
| 00:00:59 |
00:01:04 |
obviously fake. A stage floor can
be shiny but unless it's super |
| 00:01:04 |
00:01:09 |
highly polished or wet, its shininess
will be more diffused. |
| 00:01:09 |
00:01:13 |
We can control that with the Reflection
Sharpness Value. The |
| 00:01:13 |
00:01:17 |
smaller the value, the blurrier
the reflection. In our case, |
| 00:01:17 |
00:01:20 |
a value of about 80
looks right to me. |
| 00:01:21 |
00:01:26 |
And in the real world, reflections
aren't absolute. They vary |
| 00:01:26 |
00:01:30 |
based on the amount of light and
distance and even the density |
| 00:01:30 |
00:01:31 |
of the atmosphere. |
| 00:01:31 |
00:01:34 |
We can't control all of those things,
but we can simulate some |
| 00:01:34 |
00:01:39 |
of it with the Reflection Rolloff
control. As I crank it up, |
| 00:01:39 |
00:01:42 |
you see that the bright reflections
at the back of the stage |
| 00:01:42 |
00:01:45 |
stay prominent, but the darker reflections
at the sides of the |
| 00:01:45 |
00:01:50 |
stage become more subtle, giving
us a more pleasant result. |
| 00:01:50 |
00:01:54 |
As for these last properties
related to transparency, |
| 00:01:55 |
00:01:59 |
let me turn on our monolith layer
to reveal a large metallic |
| 00:01:59 |
00:02:03 |
blob in the middle of the stage
with some reflections already |
| 00:02:03 |
00:02:04 |
turned on. |
| 00:02:05 |
00:02:08 |
But I don't want this to be a big
bronze lozenge. I want it to |
| 00:02:08 |
00:02:10 |
be a big tank of water. |
| 00:02:11 |
00:02:14 |
So I'll want to adjust our transparency
setting to about 50%, |
| 00:02:15 |
00:02:19 |
revealing that we can see through
the monolith now but there |
| 00:02:19 |
00:02:22 |
is no distortion like you would
get with a transparent solid |
| 00:02:22 |
00:02:26 |
like a tank of water. For that,
we need to adjust the index of |
| 00:02:26 |
00:02:32 |
refraction. This ranges from a value
of 1, which gives no distortion, |
| 00:02:32 |
00:02:36 |
up to 5, which gives us basically
the same refraction you would |
| 00:02:36 |
00:02:41 |
get from solid glass or water.
The more we crank this up, the |
| 00:02:41 |
00:02:45 |
more distortion we see. And the
transparency rolloff adjustment |
| 00:02:45 |
00:02:49 |
is subtle, but it lets you diminish
the refraction when the angle |
| 00:02:49 |
00:02:52 |
of the object gets too steep, as
we see around the edges of our |
| 00:02:52 |
00:02:57 |
cylinder. Obviously, this is an artistic
process and you'll tweak |
| 00:02:57 |
00:03:00 |
these settings as you fine tune the
look of your scene. But with |
| 00:03:00 |
00:03:04 |
only a little time and a few tweaks,
we are on our way towards |
| 00:03:04 |
00:03:06 |
a satisfying-looking final
composition. |