University of Oregon - Department of Architecture - ARCH 424/524 Cheng - Advanced Design Development Media

Session Twelve

Rendering II: Lighting & Material Basics
Feb 13, 1997

Objectives: To understand how lighting and materials can affect perception. and to gain control of manipulating these elements in a CAD program.

I. Project updates

Introduction of Hyperplace assignment, examples from UBC and HKU.

EXERCISE: With a partner, examine and discuss your projects. Be ready to explain your strategy for creating a compelling place description and completing the course requirements.

II. Lighting

A. Utilizing classic photographic lighting strategies gives baseline quality to renderings.

B. Pragmatic tips:

- Save your work often.

- Test lighting with

- Take notes about variables, view locations & settings

C. TRY IT: Copy "Chinhse.fmz" and "win.zlb" from the Course Disk, Session 12, to your Guest folder. This Chinese farmhouse was built when there was little paint available.

  1. Show what the house would look like after an interior paint job by selecting faces and changing their color. Can you make the topography look more realistic?
  2. The farmhouse currently has one interior light and one exterior sun. Show what the house would look like at twilight by adjusting the lighting and changing the background.
  3. When the village becomes more prosperous, the house could have more electrical lighting. Show how the lighting could be used to make a welcoming place.

III. Materials Basics

TRY IT: In a new file, create a simple box, sphere and cone.

  1. Try mapping the default Autodessus texture map onto each one.
  2. Once you are have centered the label onto the shapes, create a new texture map with the map.TIFF file. Can you spin the globe to show Austrailia? You can look at either globe.fmz or globe.GIF as examples.

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edited Jan 18, 1996 by nywcheng