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Lightwave : Materials and Texture Tutorials


| Animation | Commercial - Video and DVD | Dynamics and Special F/X | Materials and Texture | Modeling | Plugins | Reference and Basic Lightwave | Rendering and Compositing | Non-English Tutorials |


advanced glass setup

fresh with the lightwave 7.5b update, newtek gave us a new gradient function called 'thickness'. since i prefer to work with gradients instead of plugins i started to play with this function to create nice looking glass. to speed up the things a little bit, i won't use lights, just a hdri as reflection/refraction enviroment.

Baking Bump Maps - Lightwave Tutorial

This tutorial assumes that you already have a pretty strong foundation in surface baking. If not, there are several good tutorials for surface baking on Newtek's site which I recommend before coming back here.

Better Atlas Mapping

For optimal mapping, manual UV ripping can't be beat yet, but manual UV ripping takes a long time for the most optimized UV map. So in this tutorial we'll see if we can make Atlas mapping a bit more manageable.

Boiling Suns

In my way of thinking, a cool star has three elements: 1. a light source, 2. a sphere, and 3. a gas halo...

chromatic abberations

how to achieve colorfull refractions without expensive plugins

Clouds

Making realistic clouds is a lot easier than you might think at first. You might try putting a texture-mapped dome over the whole scene, but the perspective will be off when you move the camera. You might also try modelling individual clouds, but that would take up a big amount of memory.

Displacement Maps and Bump Maps

A Displacement Map is an image used to shift the position of points within an object, changing its shape...

Gradients in Lightwave

One of the coolest new features in LW [6] is the ability to use gradients in the various texture channels in Lightwave. Gradients allow us to vary a surface setting based on any of several "input" values, such as distance from another object, bump height, or angle of slope. This means that we can much more easily create a terrain, add bumpy detail that really rocks, and do a host of other cool things.

HIGH/LOW COLOR RANGE TUTORIAL

Within the Filters Affect section of the WaveFilter Image interface, users can select the area or areas to be affected by the filters from the dropdown. By selecting High/Low Color Range as the area to be affected, you can isolate your selection to a specified color range within the frame

Procedural Map Table

Checkerboard
Grid
Marble
Wood
Underwater
Fractal Noise
Bump Array
Veins
and more

Puppy Doodle

This page is home to tutorials intended for those new to LW [6.x] / [7.x] and later. Note that the material which states itself to be for LW6.x can also be used to learn LW 7.x or later.

Shiny Chrome

Image mapping is intended as a time-saver because it renders faster than ray-tracing. It's also used in Rotoscoping, like in Terminator 2 when the shiny metal guy is running and you can see the background reflecting off him. For anything else, Ray-Tracing is far more realistic. Note that if you have a newer version of LightWave, you can mix reflection images with your raytraced reflections. This can be used for more stylish reflection effects, as long as you've got a nice reflection image.

Shiny Refractive Glass

To make realistic refractive objects, you have to understand how Lightwave handles refraction. As a light ray bounces around in your scene, Lightwave keeps track of the refractive index of the medium that the ray is currently in...

Surface Editor

The Surface Editor does just what the name implies: allows the editing or changing of surfaces. The Surface Editor can be accessed in the Layout AND the Modeler.

Surfacing Basics

Surfacing means to define visual properties of polygons.
To be surfaced separately, polygons need to have separate surface names. Designating surface names can only be done in the Modeler.

Surfacing the obligatory space vehicle

Normally we would separate the hull, wing, cockpit, engine etc. surfaces in modeler, but as we will practice the surfacing using alpha channels and falloffs there is only one surface this time.

Ten Step Guide to Galaxies

Here is a 10 step guide to model my galaxy model,

Texture mapping in 3D

Image mapping uses some RAM during to store the image that is being used as a texture, but the software / hardware can draw the 3D object rather quickly Procedural Textures use very little RAM, since they consist of nothing more than hidden mathematical "rules" to alter the appearance of a surface, however, they use a fair bit of processing power during the render, as the CPU has to calculate the application of the algorithm in addition to applying the texture in the context of the 3D object’s environment.

Underwater Fishies

How to get that underwater "refracted light from above" look.

UnderWater Scenes

Basically a background fade to distance fog with a dark blue background. Put a light parented to your camera with the light set to about 150% but set quite blue. Turn all shadow mapping and ray shadows off...


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