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public means that the method is visible and can be called from other objects of other types. Other alternatives are private, protected, package and package-private. See here for more details. static means that the method is associated with the class, not a specific instance (object) of that class. This means that you can call a static method without creating an object of the class. void means that the method has no return value. If the method returned an int you would write int instead of void. The combination of all three of these is most commonly seen on the main method which most tutorials will include. public - it can be called from anywhere static - it doesn't have any object state, so you can call it without instantiating an object void - it doesn't return anything composition- new - pal d1/dv- duration 00:01:00:00- 30 fps ctrl D - duplicate select lauers one by one - right click- keyframe assistant- sequence layer enter- rename effect- stopwatch -added keyframe after effects - new key frame make changes - arrow jump from keyframe to keyframe - stop watch add keyframe s- scale t-opacity r-rotation p-position shift- multi effect drag head alt + [ or ] crop content [ or ] - shifting content on time frame PAL- 25fps NTSC- 30fps VCD -320 X 250 DVD - 720 X 576 HDTV- 1980 x 1280 targa(VFX xompositing room)/png- transparent avi uncompressed - video editing room (cropping/editing)- output(dvd) assign renderer- mental ray production presentation - part 1 & 2 (12/6)

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public means that the method is visible and can be called from other objects of other types. Other alternatives are private, protected, package and package-private. See here for more details.

static means that the method is associated with the class, not a specific instance (object) of that class. This means that you can call a static method without creating an object of the class.

void means that the method has no return value. If the method returned an int you would write int instead of void.

The combination of all three of these is most commonly seen on the main method which most tutorials will include.

public - it can be called from anywherestatic - it doesn't have any object state, so you can call it without instantiating an objectvoid - it doesn't return anything

composition- new - pal d1/dv- duration 00:01:00:00- 30 fpsctrl D - duplicate select lauers one by one - right click- keyframe assistant- sequence layer enter- rename effect- stopwatch -added keyframe after effects - new key frame make changes - arrow jump from keyframe to keyframe - stop watch add keyframes- scale t-opacity r-rotation p-position shift- multi effect drag head alt + [ or ] crop content[ or ] - shifting content on time frame PAL- 25fps NTSC- 30fpsVCD -320 X 250DVD - 720 X 576HDTV- 1980 x 1280

targa(VFX xompositing room)/png- transparent avi uncompressed - video editing room (cropping/editing)- output(dvd) assign renderer- mental ray productionpresentation - part 1 & 2 (12/6) part 1- 29th (friday)part 2- 3rd (wednesday) 60%- model/color/texture 00(h):00(m):00(s):00(frame)

backgroundfilter >noise > 10/gaussian/monochromaticimage>adjustment>levelrender. cloud> inner glow

mental ray Direct lights/ local illumination> sun /distance/hemi -hard light & hard shadow- parallel (Huge atmosphere)> area (screen) soft light- 180 degree - not much shadow > spot (vehicle headlight) - expanding _ energy level decreases (cone shape- beam)> omni light / point - 360 degree (energy lose) (bulb) > linear light - tube (Except 2 areas) - like a sun ( from the side )** cover spotlight with paper > area light ** light hits and stay - unrealistic (direct light)

see through- apply color outside> inside is always transparentmultiplier > control brightnesssunlight> off white > not exceed 1 decay> constrain the energy level 100-50-40-30-20-10> control the area covered shadow map ( pixelated image/pic) -increase size - 1024- more quality/ raytrace ( accurate quality of shadow )- cant cheat audienceseperate object / shadow movement seperately

-- global illumination/in-direct lightsreal world - light hits and (bounds) reflect - color mix - control photon (bounces to another location)-- color becomes darker - color bleed/ spill- the color from environment will reflects - soft shadow 2

final gathering--soft shadow (bounces to origin) -create enegry points scatter around > where it hits and reflects back to the same location > final gathering = bright area with realistic effect- omni light - 0.1 - will be generated later

reflection(light bounds) / refraction (light pass through)- best result with transparent and curve

mental ray> uses mental ray material