Zandria Ross | Lighting Artist
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Rib Wrangling

"Teapot"

May 2017

Picture

Reference Images


Picture
Picture
Picture
Picture

Modeling


Picture
Without Texture Maps
Picture
With Texture Maps

#------------------------------
#Teapot Body
#------------------------------
AttributeBegin
  
### Body Base
    TransformBegin
        Attribute "identifier" "name" ["bodyBase2"]
        Translate 0 1 0
        Scale 1 .5 1
        Rotate 90 1 0 0
        Sphere 3 -0 2 360
    TransformEnd
    
### Body Main
    TransformBegin
        Attribute "identifier" "name" ["bodyMain2"]
        Translate 0 1 0
        Scale 1 1.5 1
        Rotate 90 1 0 0
        Sphere 3 -2.3 0 360
    TransformEnd
  
### Cylinder
    TransformBegin
        Attribute "identifier" "name" ["bodyCylinder"]
        Translate 0 3.5 0
        Rotate 90 1 0 0
        Cylinder 1.95 -1 0.2 360
    TransformEnd
  
AttributeEnd
#------------------------------
#Handle
#------------------------------
AttributeBegin
    ReadArchive "materials/handleTex.rib"
    Attribute "dice" "int roundcurve" [1]
    Basis "catmull-rom" 1 "catmull-rom" 1
    # Note the first and last cv's are repeated.
    Curves "cubic" [12] "nonperiodic"
            "P" 
            [
            2.2 4.4 0
            2.2 4.4 0
            
            2.5 4.7 0
  
            2.7 6 0
            2.3 7.2 0
            
  
            .75 8 0
            -.75 8 0
            
            -2.3 7.2 0
            -2.7 6 0
  
            -2.5 4.7 0
                        
            -2.2 4.4 0
            -2.2 4.4 0
            ]
            "width" [0.1 0.26 0.3 0.33 0.35 0.35 0.33 0.3 0.26 0.1]
AttributeEnd

#------------------------------
#Spout
#------------------------------
AttributeBegin
    
    TransformBegin    
        Attribute "dice" "int roundcurve" [1]
        Basis "catmull-rom" 1 "catmull-rom" 1
        Curves "cubic" [6] "nonperiodic"
            "P" 
            [
            -2.5 1.8 0  
            -2.5 1.8 0
            
            -3.7 2.3 0  
            -3.5 4 0
            
            -3.75 4.6 0
            -3.75 4.6 0
            ]
            "width" [1.75 1.25 0.5 0.6]
    TransformEnd
    
AttributeEnd
#------------------------------
#Tray
#------------------------------
AttributeBegin
#Base
    TransformBegin
        ReadArchive "materials/trayTex.rib"
        Translate 0 0 0
        Scale 16 .2 12
        ReadArchive "pCube.rib"
    TransformEnd
    
#Sides
    #front
    TransformBegin
        ReadArchive "materials/trayTex.rib"
        Translate 0 0 6
        Scale 18 .4 1
        ReadArchive "pCube.rib"
    TransformEnd
    
    #back
    TransformBegin
        ReadArchive "materials/trayTex.rib"
        Translate 0 0 -6
        Scale 18 .4 1
        ReadArchive "pCube.rib"
    TransformEnd
  
    #left
    TransformBegin
        ReadArchive "materials/trayTex.rib"
        Translate 8.5 0 0
        Scale 1 .4 12
        ReadArchive "pCube.rib"
    TransformEnd
    
    #right
    TransformBegin
        ReadArchive "materials/trayTex.rib"
        Translate -8.5 0 0
        Scale 1 .4 12
        ReadArchive "pCube.rib"
    TransformEnd
  
AttributeEnd
#------------------------------
#Teapot Lid
#------------------------------
AttributeBegin
### Lid
    TransformBegin
        Attribute "identifier" "name" ["lidLid"]
        Translate 0 .1 0
        Rotate 90 1 0 0
        Scale 1 1 .35
        Scale 1.6 1.6 1
        Sphere 1 -1 .3 360
    TransformEnd
    
### Middle Ring
    TransformBegin
        Attribute "identifier" "name" ["lidMiddle"]
        Translate 0 .4 0
        Rotate 90 1 0 0
        Scale 1 1 .75
        Scale 1 1 1.75
        Scale .35 .35 .35
        Sphere 0.5 -0.37 0 360
    TransformEnd
    
### Handle
    TransformBegin
        Attribute "identifier" "name" ["lidHandle"]
        Translate 0 .75 0
        Scale 1 .8 1
        Scale .25 .25 .25
        Rotate 90 1 0 0
        Sphere 1 -1 1 360
    TransformEnd
  
AttributeEnd
  
#------------------------------
#Other Pieces on Teapot
#------------------------------
AttributeBegin
### Pieces    
    TransformBegin
        Translate 2.25 4.7 0
        Rotate 90 0 1 0
        Rotate -90 1 0 0
        Rotate 180 0 1 0
        ##### Z X Y
        Scale .5 .5 1.3
        Scale 1.2 1 1
        Paraboloid 0.6 0.0 1.0 360
    TransformEnd
    
    TransformBegin
        Translate -2.25 4.7 0
        Rotate 90 0 1 0
        Rotate -90 1 0 0
        Rotate 180 0 1 0
        ##### Z X Y
        Scale .5 .5 1.3
        Scale 1.2 1 1
        Paraboloid 0.6 0.0 1.0 360
    TransformEnd
AttributeEnd
#------------------------------
#Cup
#------------------------------
AttributeBegin
  
    TransformBegin
        ReadArchive "materials/teapotBodyTex.rib"
        Translate 0 -.42 0
        Scale 1 2.3 1
        Rotate 90 0 1 0
        Rotate -90 1 0 0
        Paraboloid 1.35 0.2 1.0 360
    TransformEnd
    
AttributeEnd
#------------------------------
#Screen Door
#------------------------------
AttributeBegin
Illuminate "PxrRectLight_panel" 1
    #Vertical post
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 0 -2 -20
        Scale .6 25 .6
        ReadArchive "pCube.rib"
    TransformEnd
    
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 7.5 -2 -20
        Scale .6 25 .6
        ReadArchive "pCube.rib"
    TransformEnd
  
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 15 -2 -20
        Scale .6 25 .6
        ReadArchive "pCube.rib"
    TransformEnd
    
    #Horizontal Posts
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 7.5 5.5 -20
        Scale 15 .6 .6
        ReadArchive "pCube.rib"
    TransformEnd
    
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 7.5 9 -20
        Scale 15 .6 .6
        ReadArchive "pCube.rib"
    TransformEnd
    
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 7.5 12.5 -20
        Scale 15 .6 .6
        ReadArchive "pCube.rib"
    TransformEnd    
    
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 7.5 16 -20
        Scale 15 .6 .6
        ReadArchive "pCube.rib"
    TransformEnd        
    
    #Base
    TransformBegin
        ReadArchive "materials/screenFrameTex.rib"
        Translate 7.5 -2.5 -20
        Scale 15 5 .6
        ReadArchive "pCube.rib"
    TransformEnd
  
Illuminate "PxrRectLight_panel" 0
    #Screen
    TransformBegin
        ReadArchive "materials/screenTex.rib"
        Translate 7.5 0 -20
        Scale 15 25 .1
        ReadArchive "pCube.rib"
    TransformEnd
    
AttributeEnd

Texturing & Shading


Picture
Picture
Teapot Map
Marble Map
Picture
Picture
Tray Map
Door Map
Picture
Picture
Screen Map
Background

#------------------------------
#Teapot Body Texture
#------------------------------
Pattern "PxrManifold2D" "PxrManifold2D_teapotBodyTex"
        "float scaleS" [0.1]
        "float scaleT" [0.1]
  
Pattern "PxrTexture" "PxrTexture_teapotBodyTex"
        "string filename" ["teapotBodyTex.tex"]
        "int invertT" [1]
        "int linearize" [1]
        "reference struct manifold" ["PxrManifold2D_teapotBodyTex:result"]
        
  
Pattern "PxrManifold2D" "PxrManifold2D_teapotBodyTex_DISP"
        "float scaleS" [0.1]
        "float scaleT" [0.1]
        "int invertT" [1]
        
  
Pattern "PxrTexture" "PxrTexture_teapotBodyTex_DISP"
        "string filename" ["teapotBodyTex_DISP.tex"]
        "int invertT" [1]
        "int linearize" [1]
        "reference struct manifold" ["PxrManifold2D_teapotBodyTex_DISP:result"]
        
        
Attribute "displacementbound" "float sphere" [0.1]
Displace "PxrDisplace" "PxrDisplace_teapotBodyTex_DISP"
        "int enabled" [1]
        "float dispAmount" [0.6]
        "reference float dispScalar" ["PxrTexture_teapotBodyTex_DISP:resultG"]
  
        
Bxdf "PxrSurface" "PxrSurface_teapotBodyTex"
        "float diffuseGain" [1.0]
        "reference color diffuseColor" ["PxrTexture_teapotBodyTex:resultRGB"]
        "int diffuseDoubleSided" [1]
        "color specularFaceColor" [0.003 0.003 0.003]
        "color specularEdgeColor" [0.1 0.1 0.1]
        "float specularRoughness" [0.4]
        "color roughSpecularFaceColor" [0.01 0.01 0.01]
        "color roughSpecularEdgeColor" [0.1 0.1 0.1]
        "float presence" [1]
        
  
#------------------------------
#Screen Shader
#------------------------------
Pattern "PxrTexture" "PxrTexture_screenTex"
        "string filename" ["screenTex.tex"]
        "int invertT" [1]
        "int linearize" [1]
        
Bxdf "PxrSurface" "PxrSurface_screenTex"
        "float diffuseGain" [0.9]
        "reference color diffuseColor" ["PxrTexture_screenTex:resultRGB"]
        "float diffuseTransmitGain" [1.0]
        "color diffuseTransmitColor" [0.8 0.8 0.8]
        "float specularRoughness" [0.2]
        "float presence" [1]
        "float refractionGain" [0.8]
        "float reflectionGain" [0.0]
        "color refractionColor" [1 1 1]
        "float glassRoughness" [0.1]
        "float glassIor" [1.5]
#------------------------------
#Environment Shader
#------------------------------
Pattern "PxrManifold2D" "PxrManifold2D1"
        "float angle" [0]
        "float scaleS" [1]
        "float scaleT" [2]
        "float offsetS" [0]
        "float offsetT" [0.745]
  
Pattern "PxrTexture" "PxrTexture2"
        "string filename" ["cherryBlossom.tex"]
        "int invertT" [1]
        "int linearize" [1]
        "reference struct manifold" ["PxrManifold2D1:result"]
  
Bxdf "PxrSurface" "PxrSurface2"
        "float diffuseGain" [1.0]
        "reference color diffuseColor" ["PxrTexture2:resultRGB"]
        "int diffuseDoubleSided" [1]
        "int diffuseBackUseDiffuseColor" [1]
        "color diffuseBackColor" [1 1 1]
        "float specularRoughness" [0.2]
#------------------------------
#Table Shader
#------------------------------
Pattern "PxrManifold2D" "PxrManifold2D1"
        "float angle" [0]
        "float scaleS" [12]
        "float scaleT" [6]
        "int invertT" [1]
  
Pattern "PxrTexture" "PxrTexture_screenFrame"
        "string filename" ["blackMarble.tex"]
        "int linearize" [1]
        "reference struct manifold" ["PxrManifold2D1:result"]
  
Bxdf "PxrSurface" "PxrSurface2"
        "float diffuseGain" [1.0]
        "reference color diffuseColor" ["PxrTexture_screenFrame:resultRGB"]
        "color specularFaceColor" [0.3 0.3 0.3]
        "float specularRoughness" [0.1]
        "float presence" [1]

Lighting


Picture
Key Light
#------------------------------
#Fill Light
#------------------------------
AttributeBegin
    Attribute "visibility" "int indirect" [0] "int transmission" [0]
    Attribute "visibility" "int camera" [0]
    Translate 3 13 11
    Rotate  0 0 1 0  # oribital
    Rotate -70 1 0 0 # elevation
    Scale 2 2 -1
    Light "PxrDiskLight" "PxrDiskLight_fill"
        "float intensity" [150.0]
        "float exposure" [0.1]
        "color lightColor" [1 1 1]
        "float coneAngle" [150.0]
        "float coneSoftness" [5.0]
AttributeEnd
Picture
Hair Light
#------------------------------
#Sunlight
#------------------------------
AttributeBegin
    Attribute "visibility" "int indirect" [0] "int transmission" [0]
    Attribute "visibility" "int camera" [0]
    Translate -30 20 -30
    Rotate -130 0 1 0  # oribital
    Rotate -37 1 0 0 # elevation
    Scale 2 2 -1
    Light "PxrDiskLight" "PxrDiskLight_sun"
        "float intensity" [3000.0]
        "float exposure" [0.4]
        "color lightColor" [1 1 1]
        "int enableTemperature" [1]
        "float temperature" [4500]
        "float coneAngle" [120.0]
        "float coneSoftness" [0.0]
  
AttributeEnd
Picture
Screen Emission
#------------------------------
#Environment Emission
#------------------------------
        "float glowGain" [1.75]
        "reference color glowColor" ["PxrTexture2:resultRGB"]
Picture
Wall Light
#------------------------------
#Key Light
#------------------------------
AttributeBegin
    Attribute "visibility" "int indirect" [0] "int transmission" [0]
    Attribute "visibility" "int camera" [0]
    Translate -15 25 10
    Rotate  120 0 1 0  # oribital
    Rotate -150 1 0 0 # elevation
    #Translate -1.15 0 7
    Scale 2 2 -1
    Light "PxrDiskLight" "PxrDiskLight_Key"
        "float intensity" [450.0]
        "float exposure" [0.1]
        "float coneAngle" [170.0]
        "float coneSoftness" [5.0]
AttributeEnd
Picture
Fill Light
#------------------------------
#Hair Light
#------------------------------
AttributeBegin
    Attribute "visibility" "int indirect" [0] "int transmission" [0]
    Attribute "visibility" "int camera" [0]
    Translate 2 15 0
    Rotate  0 0 1 0  # oribital
    Rotate -70 1 0 0 # elevation
    #Translate -1.15 0 7
    Scale 2 2 -1
    Light "PxrDiskLight" "PxrDiskLight_hair"
        "float intensity" [175.0]
        "float exposure" [0.1]
        "float intensityNearDist" [0.0]
        "float coneAngle" [150.0]
        "float coneSoftness" [5.0]
AttributeEnd
Picture
Sun Light
#------------------------------
#Screen Emissions
#------------------------------
        "float glowGain" [.1]
        "reference color glowColor" ["PxrTexture_screenTex:resultRGB"]
Picture
Environment Emission
#------------------------------
#Wall Light
#------------------------------
AttributeBegin
    Attribute "visibility" "int indirect" [0] "int transmission" [0]
    Attribute "visibility" "int camera" [1]
    Translate -2 7 20
    Rotate  0 0 1 0  # oribital
    Rotate -15 1 0 0 # elevation
    #Translate 0 0 8
    Scale 2 2 -1
    Light "PxrRectLight" "PxrRectLight_panel"
        "float intensity" [1250.0]
        "float exposure" [0]
        "color lightColor" [1 1 1]
        "string lightColorMap" [""]
        "int enableTemperature" [1]
        "float temperature" [7500]
        "float coneAngle" [300.0]
        "float coneSoftness" [50.0]
AttributeEnd

Time Laspe & Breakdown



Problems


I have had several minor problems with this project, but I want to talk about my biggest problem. That is, when I went to render an animation, all my lights decided that they want to be turned up and over exposing my scene starting with the second frame and continuing on to the rest of my frames. The first frame, however, renders just fine. I have not found the cause and/or the solution to this yet, but I will find a way around this.
Picture

With More Time...


This project was like riding a roller coaster. Once I got into modeling, I was on the rise until I was done modeling. Then I started texturing and could not understand it for a day, and then the next day, it just clicked. Next was look-dev and I hated moving the camera, then, in class, we're shown the "Place Camera Tool" and that somewhat helped. Finally, were at animating and other than my lights going crazy, I like my final render.
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  • Demo Reel
  • Resume
  • Projects
  • Photography
  • Doll Story