Due: Tuesday, May 2, 10:30am
Value: 10 points
This assignment is akin to a value study in a beginning design class where you paint a series of swatches from black to white where each swatch is exactly one step lighter than the previous. In this assignment, render a series of spheres (or other simple object) which progresses from a very shiny plastic surface to a very rough plastic surface. You will need to vary the ambient (Ka), diffuse (Kd), specular (Ks), and roughness components simultaneously in each sphere.
Keep in mind the rules of thumb, but remember that these are just guidelines. The bottom line is "what looks right, is right."
Remember that the goal is to produce a smooth, realistic transition from an object which is very smooth plastic to very rough plastic.
You will receive extra credit if you also incorporate "reflectiveness" (Kr) appropriately into your study. I.e. there should be some reflection of the environment in the very smooth plastic sphere and no reflection in the rough plastic sphere. Remember that too much reflectiveness will make the surface look unrealistic.
Value: 20 points
Describe, line by line, what each line in this plastic shader below does conceptually.
1. /* plastic shader*/
2.
3. surface plastic(float Ka = 1, Kd = 0.5;
4. float Ks = 0.5, roughness = 0.1; color specularcolor = 1)
5. {
6. point Nf, V;
7. color amb, diff, spec;
8.
9. Nf = faceforward(normalize(N), I);
10. V = -normalize(I);
11.
12. amb = Cs * Ka * ambient();
13. diff = Cs * Kd * diffuse(Nf);
14. spec = specularcolor * Ks * specular(Nf, V, roughness);
15.
16. Oi = Os;
17. Ci = Os * (amb + diff + spec);
18. }
Value: 20 points
Briefly answer the following questions:
Last updated: 3/2/00 by Matthew Lewis Steve May (smay@cgrg.ohio-state.edu)