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Acknowledgments | |
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Preface | |
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How to Use This Book | |
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What You Need to Know | |
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Visual Communication, Good Design, and Aesthetics | |
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Visual Communication | |
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Good Design | |
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Value | |
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Shape | |
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Motion | |
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Relative Size | |
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Figure/Ground | |
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Color | |
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Color Relativity and Color Constancy | |
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Texture | |
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Closure | |
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Aesthetics | |
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Summary | |
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Realism, Photorealism, and When Being Convincing is Best | |
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Realism | |
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Linear Perspective | |
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Aerial Perspective and Perspective of Disappearance | |
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Preconceptions | |
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Photorealism | |
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The Frame | |
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Two Dimensions, Not Three | |
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Relationships Matter | |
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Being Convincing | |
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Summary | |
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Technical Issues: The Digital Environment and Delivery Media | |
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Color | |
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Digital Color | |
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Color Mixing | |
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Color Space or Color Gamut | |
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White Point | |
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Gamma | |
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Using Gamma as a Design Technique | |
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Colorbars | |
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Contrast Ratio and Ambient Light | |
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Alpha | |
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Pixels | |
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Frames and Fields | |
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Summary | |
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Materials: Technology and Use | |
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Some Definitions | |
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What Does a Computer Think a Material Is? | |
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It Is All About Light: Some Physics | |
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What Does the Software Think a Material Is? | |
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Software Interfaces | |
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Shaders | |
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Material Components | |
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The Use of Image Maps and Procedural Maps | |
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Complex Materials | |
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Mapping and Unwrapping | |
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Image Editing and Rendering | |
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Summary | |
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Shaders | |
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Surface Shaders: General Description and Examples | |
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General-Use Shader Types | |
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Light Response Attributes: The Big Three | |
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Diffuse | |
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Specular | |
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Ambient | |
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Other Common Shader Attributes | |
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Bump Mapping and Displacement | |
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Transparency, Refraction, and Translucency | |
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Luminescence | |
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Reflections | |
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Correspondence Chart | |
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Summary | |
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Material Creation Interfaces | |
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3ds max Material Editor | |
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Material Editor Rollouts | |
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Lightwave Surface Editor | |
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Adding Texture Maps | |
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Maya Hypershade and Attribute Editor | |
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Adding Texture Maps | |
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Summary | |
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Image Maps and Procedural Maps | |
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Image Maps | |
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Formats and Compression | |
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Resolution | |
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Aliasing and Sampling | |
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Image Map Interfaces | |
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Photoshop for 3D Artists | |
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Procedural Maps | |
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Checker(board) | |
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Noise | |
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Gradient/Ramp | |
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Summary--Comparing the Two | |
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Pulling It Together: Initial Tutorial | |
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3ds max Tutorial: Using the Material Editor | |
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Lightwave Tutorial: Using the Surface and Texture Editors | |
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Maya Tutorial: Using the Hypershade and Attribute Editor | |
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Summary | |
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Light and Surfaces | |
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Some (Very Simple) Physics | |
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Models of Illumination: Local Illumination | |
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Models of Illumination: Global Illumination | |
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Radiosity | |
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Raytracing | |
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The Two Together | |
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3ds max Tutorial: Raytracing | |
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3ds max Tutorial: Radiosity | |
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Lightwave Tutorial: Raytracing | |
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Lightwave Tutorial: Radiosity | |
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Maya Tutorial: Raytracing | |
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Maya and Radiosity | |
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3ds max Tutorial: High Dynamic Range Image-Based Rendering | |
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Lightwave Tutorial: Lightwave High Dynamic Range Image-Based Rendering | |
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Maya | |
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Summary | |
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Complex Materials | |
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Displacement | |
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Double-Sided Surface Material | |
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Multiple Surface Materials per Mesh Surface | |
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Superimposing More than One Surface Material, Shader, or Texture | |
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Additive and Subtractive | |
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Difference | |
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Multiply | |
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Double-Layer Specular Shaders | |
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Making Metallic Materials | |
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Material Types for Compositing | |
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Labels | |
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Backgrounds | |
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3ds max Tutorial: Tutorial 10A: An Outdoor Scene | |
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Lightwave Tutorial 10A: An Outdoor Scene | |
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Maya Tutorial 10A: An Outdoor Scene | |
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3ds max Tutorial 10B: Fresh Mountain Tea | |
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Lightwave Tutorial 10B: Fresh Mountain Tea | |
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Maya Tutorial 10B: Fresh Mountain Tea | |
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Summary | |
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Mapping and Unwrapping | |
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The Mapping Problem | |
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The Mapping Solution | |
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One Solution: Projection Mapping | |
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Another Solution: Explicit UV Mapping | |
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UVs Are Arbitary | |
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UVs Are Relative | |
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Image Maps May Look Weird | |
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Some Specific Software Information | |
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3ds max | |
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Lightwave | |
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Maya | |
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3ds max Tutorial: Creating the Head | |
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Lightwave Tutorial: Lightwave | |
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Maya Tutorial | |
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3ds max Tutorial: Creating the Body | |
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Lightwave Tutorial | |
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Maya Tutorial | |
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Summary | |
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Rendering | |
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What Is Rendering? | |
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Testing Animation | |
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Some Rendering Tips | |
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Delivery Media | |
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Anti-Aliasing | |
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Surface Texture Baking | |
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Post Processing | |
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Compositing | |
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3ds max Software-Specific Information | |
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Render Controls | |
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Anti-Aliasing | |
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Testing Animation | |
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Optimizing Renders | |
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Surface Texture Baking | |
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Post Processing | |
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Compositing | |
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Lightwave Software-Specific Information | |
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Render Controls | |
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Anti-Aliasing | |
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Testing Animation | |
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Surface Texture Baking | |
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Post Processing | |
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Compositing | |
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Maya Software-Specific Information | |
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Render Controls | |
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Anti-Aliasing | |
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Testing Animation | |
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Optimizing Renders | |
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Surface Texture Baking | |
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Post Processing | |
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Compositing | |
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Summary | |
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About the CD-ROM | |
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System Requirements | |
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Bibliography | |
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Index | |