top

hatching shader

hypertexture

cell division


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

 

Final render result

 

Original photograph

 
Breakdown
 

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.

 

Texturing

 

Here is a list of all texture maps used for this project.

teapot body color

 

teapot specular

 

tapot gold color

 

bump map for the gold portion on top of the

teapot body

 

specluar of the gold portion

 

bump and specular map for the feet

displacement map for the teapot body

 

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

 

 

Analysing

 

Grainy specular

 

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.

 

 

Result without texture map

Result with color, specular and bump texture maps.

 

Fresnel reflection

 

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.

 

Node connection in the hypershader

 

For reflection, I used this image which is made by two

photographs shot with a fish-eye lens.

 

Result of the shader

 

Grain noise

 

Reference

The original photograph has grain noise. It is obvious on

the darker part of the photograph. I applyed the grain

noise within Shake.

 

Result without grain noise

Result with grain noise

 

 

Lighting

 

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.

 

Those two lights are used to simulate the light bounce

from the surface of the teapot.

 

 

Compositing within Shake

 

This is the entire node network in Shake for this project.

 

Compositing breakdown video