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CLARKSON ES 305 - FLAMINGO

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*Keep this PDF with you at all times – it will help you to maneuver the vast and confusing ocean that is the Flamingo Materials Editor! RENDERING Raytrace Rendering This mode tends to work well for studio lighting scenes like product shots, automobiles, booth structures, and other freestanding objects. Sythetic lighting effects are often desired to accentuate parts of the objects. This mode also has a strong focus on reflections and refractions. Photometric Rendering This mode works well for interior and exterior architectural scenes since there tends to be a broad range of lighting effects in an image. It captures subtle differences in light and can render realistic scenes over a broad range of lighting conditions. Penguin Rendering Penguin is a conceptual, sketch and cartoon, non-photometric scan line renderer. With Penguin you can create stylized images of your models with an artistic look for enhanced graphic and visual appeal. MOVING/SAVING/UPDATING FILES (Flamingo>Utilities>Transport Model & Materials…) Flamingo Transport Since you are working on multiple computers (home, lab, etc), you will need to use Flamingo Transport in order to transfer all materials which you have created or edited. The FlamingoTransport command creates a new folder, a copy of the model, a separate material library for the model, and copies all the images needed for the materials, decals, and environment backgrounds to the folder. Since Flamingo looks first in the current model folder for its materials and images, opening the new model will automatically use these libraries and images for rendering. 1. Only do this ONCE you are finished working on that computer 2. Create a new folder on the desktop. Name it after your project. 3. Flamingo>Utilities>Transport Model & Materials… 4. Point the file to the folder you just created on the desktop. 5. A .3DM file will be created in the folder and upon opening it, the .3dm file will release a “Flamingo Transport Folder” within that same folder 6. You should only have to do this once, because from here on out, you should be using this folder and all of its contents. Every time you save, a pop-up window should state that the new files/materials created during that work session have been added to your custom material library. FLAMINGO CHEAT SHEET FOR ES 305 CLASS “5 Pages of Fresh Flamingo Goodness”MATERIALS (Flamingo>Materials…) *All of the following procedures can be found in the material editor, which you bring up by either creating a new material or editing an existing one. Bump Map A way to enhance the 3-D appearance of the material is to use an image to create relief, which can be set between -1 and 1. Bump maps create simulated shadows and highlights on the surface. When creating materials with bump mapping, it is common to use two different images, one colored and another matching image that is a grayscale only. The grayscale image creates only the textured appearance, while the color image is used as the actual material. Since the height of bump is determined by the relative lightness and darkness of the color of the image, it is often a good idea to use a grayscale version of your colored image so you can control which areas are dark and which are light. Procedural Bump Materials like stucco, concrete, and clay have a fine texture. It’s probably not worth scanning a piece of the material to make a bitmap for it unless you are going to view it at close range. That’s why Flamingo has this small collection of “pre-created” bump textures for you to use. Image Map Image maps are two-dimensional patterns created using raster-based paint programs or by scanning photographs or other materials. The resolution of the bitmap controls the possible detail of the material. The higher the resolution, the closer you can look at the material without a loss of detail. BUT the higher the resolution, the more memory the rendering will take. To get the correct scale, calculate how much material in real units the bitmap represents. For example, if you have made a bitmap of squares that represent one inch, and your bitmap has ten squares on each side, you would scale this bitmap to ten inches in each direction. Base This is the basic attribute for a simple material. It is the foundation on which you build your material. The Base Color setting on the Main tab sets the “local color” for the material. The material’s Base Color is used for the material’s matte reflection and transparency. Transparency The Transparency setting lets you change the material from Opaque to Transparent. You can also control the Index of Refraction, Attenuation, and Transparent Finish. Using Transparency increases rendering time. This is how you would create glass/water – like materials. Reflection This lets you vary the way a material reflects light—from completely matte to completely mirror-like. The reflection slider in Flamingo controls reflection effects and an effect called highlight. At the Matte end of the slider, a material mainly has a highlight, making it appear glossy.Self-Luminance The Self-Luminance setting makes the material to appear to glow. The material will not actually cast light on other objects, however. Highlight The Highlight setting controls the glossiness of a material. Use Highlight for plastics and glossy materials that you do not want to be reflective, but want to have a glossy finish. Mask The Mask procedure uses bitmap images, usually consisting of black and white patterns that define where two component materials called Base and Masked will show. The Base component will be placed where there is white in the bitmap pattern, and the Masked component will be placed where there is black in the bitmap pattern. The resolution of the mask bitmap affects the quality of the material. One advantage of using a Mask procedure is that you can use the same pattern and substitute different colors for the pattern elements. Procedural Materials This is what almost every pre-made material in the library would be labeled as. Procedural materials combine two or more material components to form a new material using a specific method. Each of these component materials can in turn consist of a procedure, combining two components of its own. In this way, extremely elaborate materials can be built from simpler components. ENVIRONMENT (Flamingo>Environment…) Background Color Think of the background as an


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