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| This page shows the results of recreation of pixar's utah teapot toy within Maya. |
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Final render result |

Original photograph |
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| Breakdown |
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This image is a screen shot of Maya scene. In this section, I am going to
explan how I make this cg object match to live photograph. |
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Texturing |
Here is a list of all texture maps used for this project. |

teapot body color
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teapot specular
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tapot gold color
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bump map for the gold portion on top of the
teapot body
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specluar of the gold portion
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bump and specular map for the feet |

displacement map for the teapot body
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mask for a layer shader of the teapot body |

mask for a layer shader of the top of lid |

mask for a layer shader of the teapot lid |
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Analysing
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Grainy specular
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Reference |
The gold portion of the teapot has grainy highlight.
Also, it has glossy highlight because of the transparent
coating. To achieve this appearance, I used layer
shader to have two different kinds of speculars. |
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Result without texture map |

Result with color, specular and bump texture maps. |
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Fresnel reflection
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Reference |
If the angle between the incident ray direction and the
surface normal become closer to perpendicular,
refrectivity of the surface become stronger. To get
reflection like this, I used a samplerInfo node and a
ramp texture for specular color. I connected the facing
ratio of the samplerInfo node to vCoord and uCoord of
ramp texture node. |
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Node connection in the hypershader |
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For reflection, I used this image which is made by two
photographs shot with a fish-eye lens. |
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Result of the shader |
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Grain noise
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Reference |
The original photograph has grain noise. It is obvious on
the darker part of the photograph. I applyed the grain
noise within Shake. |
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Result without grain noise |

Result with grain noise |
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Lighting |
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This image shows how I located lights for this project.
The green spot light is the key light. All light creates
raytraced shadow. The key light and second strong
light have smaller light radius. Other lights have larger
light radius to make subtle shadow. All lights have
light colors. Key light is orange, light from the window is
blue and so on. I chose the light colors from the
environment map used for reflection. |
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Those two lights are used to simulate the light bounce
from the surface of the teapot. |
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Compositing within Shake |
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This is the entire node network in Shake for this project. |
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Compositing breakdown video |
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