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To start, trace the curvature of a
bottle and then revolve to create a bottle Mesh.
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We want to place the Noble One
label on the bottle as we can see on the image
plane. To do this first assign the file texture of
the Label to the bottle.
- Note that the texture is
distorted due to the uneven geometry created for the
bottle. - Start by changing the 2D Texture placement
node o Change the Coverage ·· U = 0.5, V =
0.5 ·· Translate Frame, U = 0.5 o You should see
the texture as it is on the image to the
right |
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Now we need to use the interactive
placement tool to place the label exactly where we see
the label in on the image plane. To use the Interactive
placement tool click on the Interactive Placement button
on the 2D texture placement node and using the Middle
Mouse Button click on your geometry and where you see
the U and V in red click and drag to determine the
coverage of the UV space over your geometry.
Careful not to drag the corners of
the red outline as this will rotate the UV placement and
make things look a little undesirable for this
particular task. |
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We still have to modify the UV space of the
placed texture. First rotateUV by –90 degrees, then change the
Repeat UV, to V = -1. That should fix up the UV space placement.
Now we have the exact texture placement, we
would like to create a mask for the label such that the only part of
the texture that remains visible is the label. Fortunately as we
already have the 2D texture placement node finely tuned for the
label, we can pinch its information to create a mask.
Create a Checker texture. Delete its default 2D
texture placement node and then middle-mouse drag and drop attach
the 2D placement node from the wine label to the default connection
of the Checker texture.
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| Change the checker black and white
swatches both to black and then using the Colour balance
for the checker texture, make the default colour white
giving the texture swatch as seen
below. |
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This creates a perfect mask for the bottle label. You can now
use this as a transparency mask for the bottle label. Attach the
checker texture to the lambert shader transparency and you will see
the label appear over the bottle with a transparent bottle (see
image on right).
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The same technique as shown above is used to create a texture
placement for the bottle plastic cap.
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The colour comes from a coloured
Phong Shader and the transparency placement was done
using the same technique as above for the label
placement. Note: even though we have transparency for
the lid, the specular highlights continue down the
surface. To remove them we need to have a reverse of
the existing mask, and we need to map it to specular
colour. |

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The same procedure can be done for the gold
band around the plastic lid.
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To bring things together we will need a layered
shader. |
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our bottle. |
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Note the queue for shaders outlined
in red. The far left of the queue is the outermost
shader. The shader on the far right is the innermost
shader. For the inner shaders to be seen, the outer ones
need to have some transparency behaviour such that
their underlying shaders can be
seen. For our bottle,
the outer most shader will be the label, followed by the
gold band, then the plastic lid and finally the glass of
the bottle. To add a shader to the queue, middle mouse
click, drag and drop shaders from Hypershade over to the
queue. If you want to remove a shader from the queue,
click on the cross at the base of the shader.
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And you should have the following look for your bottle.
This is all well and good for square/rectangular labels,
but what can we do if we want to create an irregular label
such as that of the Perrier bottle to the right? The workflow
is practically identical, the only difference being the use of
a stencil node to do some chroma keying. |
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| Irregular
Texture Placements |
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texture placement node will have trouble in creating an exact
transparency mask for the layered shader. |
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The solution is through the use of a Chroma Key. When you
create your label texture, make sure that the label has a
background colour that is not present anywhere in the
label. In this case the colour of pure RGB blue is easy to
key out.

To key out a colour in Maya we can use the stencil utility
node and set its HSV Colour key to Blue. |
asdf |
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Now we just have to create a mask
for the Label’s transparency.
As before we can use the 2D
placement node to create a mask to make the top and
bottom of the bottle transparent by pinching its
placement information. Leaving us with the following.
All that is left to do now is
create a mask for the remaining section. This can be
done by working on the Colour balance of the Stencil
node. | |

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By making the Colour offset to zero we
can make a nice mask for the inside part. Now all we have to
do is add them together. This can be done using a
AddSubtractAverage node and then connecting its output to the
shaders transparency.
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We will have to create another Stencil
node to Chroma Key out the File image again to layer it over
the transparency mask.

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| Finally we can create a layered shader, drop
our label in first on the queue, followed by a green glass shader
and we have our finished bottle (to create the cap, just do as for
the wine bottle). The rendered bottle is the same as what we saw at
the start of this
section. |