CS 148 Fall 2020-2021 Due Date: Monday, 12 October 2020 by 7 pm PT

Follow the instructions carefully. If you encounter any problems in the setup, please do not hesitate to reach out to CAs on Piazza or attend office hours on Nooks.

Be aware of the Checkpoints below. Make sure you complete each one since we will do the grading based on them.

A wide variety of looks can be achieved through shading and lighting. Source: Paperclip.

A wide variety of looks can be achieved through shading and lighting. Source: Paperclip.

This week, we will explore the lights and shading from Blender's raytracing render engine: Cycles. We will implement a portion of these functionalities into your SimpleRT ray tracer next week.

I. Smooth Shading

<aside> 📖 In lecture, we talked about shading techniques to make the geometry appear smoother without adding more geometry. We can toggle Phong shading for objects in Blender's viewport (scanline renderer), and also in Cycles. We will compare how Phong shading looks, and how it compares with adding actual geometry (subdivide).

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I.1. Scene Setup

Open Blender, delete the default cube. Keep the camera and the point light.

Add a UV sphere. Add a plane, scale it 5 times (shortcut S, 5), then move it down along the z-axis by 1 (shortcut G, Z, -1).

Go to Properties Editor → Render Properties, and set Render Engine to Cycles. To preview your render, set your viewport shading to Rendered.

Scene setup.

Scene setup.

Viewport Shading: Rendered.

Viewport Shading: Rendered.

<aside> ⚠️ For this homework, keep the Resolution at 1920x1080 and Percentage at 50% in the Output Properties.

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I.2. Shade Flat vs Shade Smooth

Select the UV sphere. Right click to choose between Shade Flat and Shade Smooth.

Shade smooth and shade flat.

Shade smooth and shade flat.