Datasheet

Project: Reviewing the Scene File 3
Figure 1.3). The box indicates the outer edge of the render; surfaces outside the box will
not render. To toggle the Resolution Gate on or off for any camera, choose View
Camera
Settings
Resolution Gate from the view panel menu.
To manipulate the persp camera, select the persp node in the Hypergraph or Outliner
and use the standard transform tools. You can also interactively move the camera with
the Alt key and mouse buttons in a perspective view panel.
The render resolution of the scene fi le is set to 640×360, which
is one-half the size of HD 720 (1280×720). This is suitable for test
renders. We will raise the resolution to 1280×720 toward the end
of this chapter. In addition, the anti-aliasing render quality will
be switched from low quality to high quality.
Examining the Light_Box Geometry
The headphones are surrounded by a large cube named Light_
Box. Real-world light boxes (or light tents) are small structures
covered with fabric or other translucent material that diffuses
incoming light (see Figure 1.4). Because the diffused light arrives from a multitude of
directions, the subject is evenly lit and does not produce harsh shadows. As such, prod-
uct photographers and videographers often employ light boxes. As an added bonus, light
boxes allow for the creation of a “seamless background,” in which there is no obvious
horizon line.
Figure 1.2
(Left) The UV Texture Editor view of the Ear_Pad_R surface. A single UV shell occupies the entire UV
texture space. The dark gray area represents the 0-to-1 UV range, whereby a texture is tiled one time.
(Right) The UV Texture Editor view of the Ear_Cup_R surface. Two UV shells fill a portion of the UV tex-
ture space. In this case, UV points are selected and appear as green dots in Maya.
Figure 1.3
Render camera view.
Grayed-out areas
outside the box of
the Resolution Gate
do not render.
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