Rib Wrangling
"Teapot"
May 2017
Reference Images
Modeling
#------------------------------ #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
#------------------------------ #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
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 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 Screen Emission
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#------------------------------ #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 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 Sun Light
#------------------------------ #Screen Emissions #------------------------------ "float glowGain" [.1] "reference color glowColor" ["PxrTexture_screenTex:resultRGB"] 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
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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.
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.