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							 13 Depicting Light
						
						Objective: 
						
							- To understand the challenge of representing light as a changing phenomenon
							
 - To understand aspects of radiosity rendering
						
  
						I.  Review of Student Work
						
						
						IV. Lightscape Process Notes
						Review of Process:   
						
							- Preparation stage (Modeling, Set Materials, Blocks & Lighting, Orient Surfaces)
							
 - Solution stage (Process Radiosity, Refine, Output)
						
  
						Modeling for Rendering 
						
							- Model efficiently:  use fewer polygons for curved surfaces, allow smooth shading to simulate more facets, turn on smooth shading in Prep stage
							
 - Split overlapping polygons into modular faces.
							
 - Cap polylines
						
  
						Meshing factors: Process Parameters 
						
							- Rendering process subdivides polygons to show more fine grained lighting effects.  As polygons reach the maximum contrast, they are subdivided.
							
 - Goal is to have as few polygons as possible as well distributed as possible.  Set Minimum mesh : Maximum mesh : largest model dimension 1:30:100
							
 - Set Subdivision Contrast Threshold high to increase subdivision of large polygons. Proper subdivision will solve problems of floating objects & shadow leaks
						
  
						Texture Mapping 
						
							- Texture orientation can be orthographic, cylindrical, spherical or UV mapping (linked to meshing size).  Set with key points
						
  
						IV. References
						Primi Prayoga’s Guide to using FormZ with Lightscape 
						 
						Discreet’s support site 
						 
						Lightscape.com 
						 
						Manuals are located on the Lab Network Drive 
						
							edited May 22, 2001 by nywc 
						 
						
						
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