Tutorials 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...
|