This class will touch on various topics regarding materials and finishes that are defined for high-quality visualizations and renderings. You will learn tips and techniques to define materials in Autodesk, Inc., software systems by using accurate acquisition techniques while dealing with color calibration issues. Also, we will demonstrate the use of procedural textures to introduce subtle but important variations that bring images to life. Learn how to make wood look like wood, paint look like paint, and so on.
- Learn about acquisition techniques for colors and finishes
- Learn about how physically based raytracers handle material definitions
- Learn how you could introduce subtle variations for increased realism in your renderings
- Discover capabilities and limitations of physically based rendering
Pierre-Felix Breton is a software designer who specializes in the field of physically-based lighting simulation and rendering. Currently employed by Autodesk Media & Entertainment, he participates in the creation of products such as 3ds Max®. He also contributes to the design and development of materials and shader libraries included in Autodesk products where color consistency and physical accuracy is critical. As his professional background includes electrical engineering, computer programming, and theatrical lighting, Pierre-Felix consults regularly on various architectural lighting design projects as a designer, technical coordinator, and simulation specialist.