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tutorial
FEBRUARY 22, 2001 page
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Getting
Started with Amapi 4.1
[Page 10 of 10]
You can
also click the bottle again at that point to see the current
thickness temporarily applied to the entire object. To change
the thickness, use the plus/minus (+/-) keys on the numeric
keypad. To
Toggle the thickness between inside and outside of the bottle,
hit the SPACEBAR. Once again, Amapi uses +/- and SPACEBAR to
toggle a set of meaningful parameters.
Easy enough
to remember?
Apply a
thickness of about 1 cm to the bottle, and validate by hitting
the ENTER key. Then select the other part (the smiling cutout)
and apply thickness there too.
Adding
a podium for better presentation
Hit
the 0 key for viewing the entire scene, then the 2 key for front
view. Toggle back to orthographic view. Zoom out a bit. Then
go to the Construction toolkit and select the cube (which pops
up when you rest the mouse over the sphere), or select from
the menu Tools > Construction > Cube
Click a
first time to position the coordinate center wherever you want
it. Then click to position the bottom of the cube, somewhere
under the base of the bottle. A rubberband cube appears, select
the size and click again. Make sure the cube comes close to
touching the bottom base of the bottle.
Select the
Proportional Scale tool from the assembly toolkit, or
Tools >
Assembly > Proportional Scale. And hit the SPACEBAR in order
to toggle out of proportional mode into single-axis mode. You
want to scale it horizontally so as to make it much wider than
the bottle and thus create a base. Click to fix that size. Then
hit 4 to get a side view and repeat the scale operation; this
time it'll be along the other axis (blue instead d of red).
Swipe away
when done, toggle back out of orthographic and into perspective
view, use the arrow keys to examine it from various angles.
Hit ENTER to render.
Adding
material properties
For
more visual realism, let's add wood or marble to the base. Select
(click) the base to make sure it's the current part. Then select
the paint palette in lower-right corner of the control panel,
or select Render > Shader. Assuming you have configured the
Material Editor for extended mode, you will have a display similar
to this:
Note the
catalog entries at the top (empty in my example here). Also
note the main material properties (level 0) at right. There
is a small preview window; you can use the arrow keys and other
viewing control keys from numeric keypad and control panel to
navigate around this just like in the main workshop view.
You can
add multiple layers of texturing, be it 3D procedural, 2D procedural
or 2D image-based textures. These layers can affect, in various
ways, what happens to color, transparency, reflection, bump,
specular color, etc....
In the lower
center, under "Add a layer," click on [Texture 3D].
To the right a few additional sliders appear. These are the
ones that control the parameters of this procedural shader.
One pulldown menu in that new set is set on wood, select and
change it to Grid. Set the Perturbation to zero. Change the
Diffuse portion in base layer (level 0) to White. If the resulting
color hasn't changed much, it's because the color from the procedural
texture is replacing the color component, rather than mixing
or adding to it. You can change that too, under the preview
window. Where it says "Operation," click on the Replace
menu and change it to Mix; then use the Balance slider to set
the desired mix. Also, in the lower left set the Reflection
slider to about 20 percent.
For the
bottle, repeat this material selection. In this example, no
additional textures were applied, but we tweaked the specular
reflection a bit and gave it some reflection too, and made it
blueish in color.
The separate
(smiling) piece was made transparent, with a 3D texture of noise
mapped to bump to give it scattered refraction and get the tempered
glass effect.
Lighting
For
an even better rendering we'll want to add lightsources. Add a
Spot light to the scene: Render > New Light > Spot. Or select
the spot light from the fourth toolkit (toggle with
SPACEBAR to the rendering/animation toolkit). Click a first time
to indicate the target illumination point. Move the mouse; use
the arrow keys too; and click again to position the spot light.
Double-click
a light to see its attributes, and change the shadow quality
to the max of 10. Use the Stretch tool from the modeling toolkit
or Tools > Modeling > Stretch.
To reposition,
if necessary, where the spot light is positioned and where it's
shining at (target point). You can even grab a point on the
outer cone and change the spot light's cone angle - both for
the inner angle (at maximum intensity) and the outer cone (where
the light intensity fades to zero).
In the example
below, a total of three spot lights were positioned that way
to create long or short shadows.
As
you will undoubtedly see, Amapi offers a wealth of modeling features
and a few rendering capabilities as well. In this tutorial, we
didn't touch upon the animation features. Amapi is primarily used
as a modeler, perhaps a companion modeler to high-end animation
and rendering tools. But if you're starting from scratch and want
a somewhat intuitive and easy to learn tool that will do some
decent rendering as well, this may just be what you're looking
for.
There are
many more ways to create models in Amapi, from extruding surfaces
to meshing across construction curves. We will bring you further
tutorials on Amapi 3D in the coming weeks and months.
For more
information on Amapi 3D, vist http://www.tgs.com/amapi.
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