Also covered under this project is the mechanical desktop file and it's file linking, along with making changes to model behavior, pivot points, rotation points, adjusting pivot and rotation points using the hierarchy panels, what is brand new in this version of VIZ, superimposing onto a photo, matte shadow objects, importing a photo, using the asset browser, and making cast shadows and light. And lastly for project 2, linking to files and about missing pieces, explaining flipped normals, and rebuilding a face of a linked object. Project 3 covers the creation of realistic materials. Under plastics, a plastic part of an iron is given texture using the Phong shader, plus adding shininess, and adding a noise bump map. Under metals, a train is used as the object for creating a metals using the Strauss shader, and the glossiness and metalness buttons are also talked about.
Decal placement is discussed next.
Again our model is the train and we're shown how crop placement features, how to move the decal, changing textures, alpha channel transparency, using a composite map to create complicated textures including the use of many alpha channels to create very complex textures, and the alpha source panel. Next part of the lesson shows creating a tilable texture using Photoshop, using the offset filter, adjusting using the rubber stamp tool, and how to reset again using the offset filter. Project 4 highlights building a realistic outdoor and interior environment. It shows how to insert an background image, fogging the horizon, editing the environmental map and setting it to become spherical plus mirror and tile it, projecting shadows onto buildings from the clouds above, the combustion helper object and spherical gizmo, and cast atmospheric shadows. Project 5 is the building of an interior environment, how to light it by creating and importing from Lightscape 3.0 and adding radiosity, importing back into VIZ, and volumetric lighting.