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Part 7 Tutorials
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Part 7 Tutorials
by Angel Nieves
LIGHTWAVE V9 TEXTURING
Acknowledgments
Part 1 The Art and Science of Texturing
Chapter 1 Observing the World Around Us
Looking at the World a Little Differently
The Effects of Time and Weather
The Effects of Human Interaction
Every Surface Tells a Story
Gathering References
Chapter 2 Lighting Basics
Observing Light and Its Effects
Basic Light Options in LightWave
Distant Lights
Spotlights
Point Lights
Area Lights
Linear Lights
Creating Basic Lighting Setups
The Key Light
The Fill Light
The Backlight
Part 2 The Surface Editor
Chapter 3 Introduction to the Surface Editor
Opening the Surface Editor
Edit Modes
Filtering Options
Loading, Saving, and Renaming Surfaces
The Preview Window
Edit Nodes
Smoothing
Double Sided Surfaces
The Comment Field
Chapter 4 Surface Attributes
Color
What Is Color?
Using Color
Ensuring Color Accuracy
Manipulating Color
Hue
Saturation
Brightness
Contrast
Diffuse
What Is Diffuse?
Using Diffuse
Luminosity
What Is Luminosity?
Using Luminosity
Using Glow with Luminous Surfaces
Specularity
What Is Specularity?
Using Specularity
Tinting Specular Highlights
Anisotropic Specularity
Glossiness
What Is Glossiness?
Using Glossiness
Reflection
What Is Reflection?
Creating an Environment for Reflections
Using Image World
Using Textured Environment
Using Reflection
Diffuse Value and Reflection
Activating Reflections in Your Render Settings
Transparency and Refraction
What Is Transparency?
What Is Refraction?
Using Transparency and Refraction
Transparency, Reflection, and the Fresnel Effect
Color Highlights and Color Filter
Ray Trace Transparency
Ray Trace Refraction
Translucency
What Is Translucency?
Using Translucency
Subsurface Scattering in Translucent Surfaces
Bump Mapping
What Is Bump Mapping?
Using Bump Mapping
Bump Mapping vs. Displacement
Chapter 5 Advanced Options in the Surface Editor
The Advanced Tab
Alpha Channel Options for Surfaces
Unaffected by Surface
Constant Value
Surface Opacity
Shadow Density
Special Buffers
Corona
Full Precision Blur
Render Buffer Export
Soften Reflections
Glow
Render Outlines
Applying Vertex Color Maps
Color Highlights
Color Filter
Additive Transparency
Diffuse Sharpness
The Environment Tab
Setting Up Environments
Reflection and Refraction Options
Choosing Reflection Settings
Choosing Refraction Settings
Reflection and Refraction Blurring
Shaders
Built-in LightWave Shaders
BRDF (Bidirectional Reflectance Distribution Function)
Edge Transparency
Surface Baker
Fast Fresnel and Real Fresnel
Halftone
Interference
Super Cel Shader
Thin Film
Z Shader
Surface Mixer
gMIL Occlusion
Stress Map
Third-Party Shaders
The Difference between Shading and Texturing
Mapping
Shading
Texturing
Part 3 Creating Textures
Chapter 6 The Preset Shelf
Creating and Using LightWave Surface Presets
Adding to the Surface Presets
Assigning Surface Presets
Organizing and Maintaining Your Presets
Creating New Preset Libraries
Chapter 7 Vertex Color Maps
What Are Vertex Color Maps?
Creating Vertex Color Maps
The Airbrush Tool
Vertex Paint
Applying Vertex Color Maps
Chapter 8 Procedural Textures
Using Procedural Textures
Seeing Procedural Textures in Your Viewports
Texture Color and Texture Value
Texture Scale
Using Procedural Textures Creatively
Using LightWave’s Built-in Procedural Textures
Brick
Bump Array
Checkerboard
Crumple
Crust
Dots
Fractal Noise
Grid
Honeycomb
Marble
Ripples and Ripples 2
Smoky1, Smoky2, and Smoky3
Turbulence
Underwater
Value
Veins
Wood
Additional LightWave Procedural Textures
Coriolis
Cyclone
Dented
FBM and FBM Noise
Hetero Terrain
Hybrid Multi-Fractal
Multi-Fractal
Puffy Clouds
Ridged Multi-Fractal
Turbulent Noise
Chapter 9 Gradients
Introduction to Using Gradients
Input Parameters
Previous Layer
Bump
Slope
Incidence Angle
Light Incidence
Distance to Camera
Distance to Object
X Distance to Object, Y Distance to Object, and Z Distance to Object
Distance to Pivot Point
X Distance to Pivot Point, Y Distance to Pivot Point, and Z Distance to Pivot Point
Weight Map
Surface Thickness
Working with Keys
Creating and Editing Keys
Value
Alpha
Parameter
Smoothing
Scale and Shift Keys
Scale and Shift Values
Invert Keys
Gradient Tutorials
Tutorial 1: Making a Velvet Surface for an Old Hat
Tutorial 2: Snowy Mountain
Tutorial 3: Simulating the Fresnel Effect in Glass
Chapter 10 Using Weight Maps for Texturing
Using Weight Maps to Control the Input and Placement of Gradients and Textures
Creating Weight Maps and Weight Map Gradients
Weight Map Tutorial: The LightWave Logo
Chapter 11 Image Maps
Conventions for the Creation of Image Maps
Deciding on Image Resolution and Size
Using Grayscale Images to Control Attribute Values
Creating Image Maps for Individual Surface Attributes
Overview of Creating and Using Image Maps
Preparing and Using Photographs for Image Maps
Creating Seamless Textures
Creating and Using Images with Alpha Channels
Only Use RGB and Grayscale Images!
Practical Examples for Painting Image Maps
Making a Color Map
Making a Luminosity Map
Making a Diffuse Map
Creating Procedural Diffuse Textures
Making a Specular Map
Making a Glossiness Map
Making a Reflection Map
Making a Transparency Map
Making a Translucency Map
Making a Bump Map
Good File Habits
3D Paint Solutions
Right Hemisphere’s Deep Paint 3D
Program Overview
Maxon’s BodyPaint 3D
Program Overview
Pixologic’s ZBrush 2
Program Overview
Chapter 12 The Image Editor
Introduction to the Image Editor
Loading Images
Replacing Images
Cloning Images
Preview Display Options
The Source Tab
Image Type
Still
Sequence
Animation
Reference
Alpha Channel
Interlace
Sequence Digits
Frame Rate
First Frame and Last Frame
Start Frame
In and Out
Post Behavior
The Editing Tab
Brightness
Contrast
Hue
Saturation
Gamma
Invert
Default
The Processing Tab
Chapter 13 The Texture Editor
Layer Opacity and Blending Modes
Using Layer Opacity
Understanding and Using Blending Modes
Normal
Additive
Subtractive
Difference
Multiply
Divide
Alpha
Texture Displacement
PShop Multiply
PShop Screen
PShop Overlay
PShop Softlight
PShop Hardlight
PShop Colordodge
PShop Colorburn
PShop Darken
PShop Lighten
PShop Exclusion
Other Options in the Texture Editor
Invert Layer
Texture Axis
Reference Object
World Coordinates
Automatic Sizing
Scale
Position
Rotation
Falloff
Extra Options When Using Images
Width and Height Tile
Pixel Blending
Texture Antialiasing
Strength
Texture Amplitude
Chapter 14 The Node Editor
Getting to Know the Node Editor
The Destination Node
The Node Editor Interface
Connection Types
Color Connections (Red)
Scalar Connections (Green)
Vector Connections (Blue)
Integer Connections (Purple)
Function Connections (Yellow)
Material Connections (Cyan)
Making Connections
2D Textures
Bricks2D
CheckerBoard2D
Grid2D
Image
Normal Map
Parquet2D
Planks2D
Turbulence2D
3D Textures
Bricks
Checkerboard
Crackle
Crumple
Crust
Dots
FBM
Grid
HeteroTerrain
Honeycomb
Hybrid-MultiFractal
Marble
MultiFractal
RidgedMultiFractal
Ripples
Turbulence
Turbulent Noise
Underwater
Veins
Wood
Wood2
fBm Noise
Constant
Angle
Color
Direction
Integer
Pi
Scalar
Vector
Functions
Bias
BoxStep
Gain
Gamma
Modulate
Noise
Sine
SmoothStep
Wrap
Gradients
Tools
Incidence
Thickness
Gradient
Item Info
Camera
Item Info
Light Info
Layers
Bump Layer
Color Layer
Scalar Layer
Materials
Conductor
Delta
Dielectric
Make Material
Material Mixer
Standard
Switch
Math
Scalar Subcategory
Abs
Add
BoxStep
Ceil
Clamp
Divide
Floor
Invert
Logic
Max
Min
Mod
Multiply
Pow
Sign
SmoothStep
Subtract
Trigonometry Subcategory
ArcCos
ArcSin
ArcTan
Cos
Sin
Tan
Vector Subcategory
Add
Add4
Add Scaled
Cross
Distance
Divide
Dot
Length
Multiply
Normalize
Scale
Subtract
Subtract Scaled
Transform
Transform2
Ray Trace
RayCast
RayTrace
Shaders
Diffuse Subcategory
Lambert
Minnaert
Occlusion
Occlusion II
OrenNayar
Theta
Translucency
Reflection Subcategory
Ani-Reflections
Reflections
Specular Subcategory
Anisotropic
Blinn
CookTorrance
Phong
Subsurface Scattering Subcategory
Kappa
Kappa II
Omega
Transparency Subcategory
Ani-Refractions
Refractions
Spot
Tools
Color Scalar
Color Tool
Limiter
Make Color
Make Vector
Mixer
Vector Scalar
Vertex Map
Morph Map
Vertex Map
Weight Map
Putting Nodes to Work
Blending Images with Gradients
Assigning Different Textures to Double-sided Surfaces
Air Polys No More!
Making Targeted Eyes
Skin with Subsurface Scattering (SSS)
Kappa SSS
Omega SSS
Part 4 Texture Projections and Mapping
Chapter 15 Standard Projection Techniques
Introduction to Standard Projections
Planar Projection
Using Planar Projections
Applying an Image Using Planar Projection
Planar Stretching/Dragging
Blending Planar Projections
Blending with Falloff
Blending with Gradients
Blending with Alpha Channels
Cylindrical Projection
Using Cylindrical Projections
Applying an Image with Cylindrical Projection
“Capping” Cylindrical Objects
Ensuring Seamless Mapping
Using Adobe Photoshop’s Offset Filter to Hide Seams
Using the Width Wrap Amount Option
Cylindrical Projection Tutorial: Applying a Label to a Soda Can
Spherical Projection
Using Spherical Projections
Applying an Image with Spherical Projection
Ensuring Seamless Mapping
Using Adobe Photoshop’s Polar Coordinates Filter to Check Seams
Spherical Mapping Tutorial: Applying a Texture to a Planet
Cubic Projection
Using Cubic Projections
Front Projection
Using Front Projections
Chapter 16 UV Mapping and Editing
Preparing Your Model and Creating UV Maps
Introduction to UV Mapping
The UV Editor
Planning Your UV Maps
Tips for Better UV Maps
To Freeze, Or Not to Freeze?
Multiple UV Maps in a Single Surface
Initial Placement of Seams
Using Parts
UVs and Subdivision Surfaces
Don’t Panic!
Planar UV Maps
Using Planar Maps
Planar UV Map Tutorial: Unwrapping a Sword
Cylindrical and Spherical UV Maps
Using Cylindrical and Spherical UV Maps
Placing the Initial Seam
Cylindrical Map Tutorial: Unwrapping a Human Head
Atlas UV Maps
Using Atlas Maps
Making an Atlas UV Map
Atlas UV Map Tutorial: Unwrapping a Small Building
Chapter 17 Map Transformation and Editing Tools
UV Map Editing Tools
General Commands
Set Map Value
Copy Vertex Map
Delete Vertex Map
Rename Vertex Map
Clear Map
Cull Map
Normalize Map
Using the UV Mapping Tools
New UV Map
Make UVs — Assign UV Coordinates
Flip UVs
Transform UV
Weld UV
Heal UV
Poly Map
Point Maps
Set UV Value
Polygon Normal UVs
UV Spider
Guess Viewport UV Image
Texture Guide
Tips for Editing UV Maps Successfully
The Necessity of Editing UV Maps
Understanding Discontinuous UV Maps
Using the Unweld Command
Fixing the Annoying Subdivision Distortion Problem — Interpolation Options
Eliminating Stretching
Combining Different UV Maps
Patience
Part 5 Animating Textures
Chapter 18 Enveloping Basics
Animatable Surface Parameters in LightWave
Part 6 Effects Processing
Chapter 19 Image Filters in LightWave
How Image Filters Work
Using Image Filters to Enhance Surfaces
Bloom
Corona
Soften Reflections
Chapter 20 Creating Hair and Fur with Worley Labs’ Sasquatch
Adding the Plug-in to Your Scene
Sasquatch Features at a Glance
Part 7 Tutorials
Chapter 21 Metal Surfaces
Metal Tutorial 1: Car Paint and Chrome Shading
Metal Tutorial 2: Desert Eagle Pistol
Metal Tutorial 3: Rusty Metal Textures
Summary of Tips for Creating Metal Surfaces
Chapter 22 Wood Surfaces
Wood Tutorial 1: A Guitar
Wood Tutorial 2: An Old Crate
Summary of Tips for Creating Wooden Surfaces
Chapter 23 Organic Surfaces
Organic Tutorial 1: An Eyeball
Organic Tutorial 2: A Human Face
Summary of Tips for Creating Organic Surfaces
Chapter 24 Natural Surfaces
Natural Surfaces Tutorial 1: An Ocean
Creating the Displacement Node Network
Creating the Surface Node Network
Summary of Tips for Creating Water
Natural Surfaces Tutorial 2: Red Rocks
About the Canyon Model
Creating the Displacement Node Network
Creating the Surface Node Network
Summary of Tips for Creating Canyons and Rocky Mountains
Chapter 25 LightWave/ZBrush Workflow
Preparing Your Model for ZBrush
Importing Objects into ZBrush
ZBrush’s UV Tools
Sculpting and Texturing
Projection Master
Rendering and Saving Displacement, Normal, and Texture Maps
Bringing It All Together
Chapter 26 Architectural Surfaces
Architectural Surfaces Tutorial: Stairway
The Model
Surfacing the Room Elements
Appendix A Commonly Used Words, Terms, and Phrases
Appendix B A Guide to Image Formats
Microsoft Bitmap (.bmp, .dib, .rle)
Encapsulated PostScript (.eps)
CompuServe Graphics Interchange Format (.gif)
Radiance High Dynamic Range Images (.hdr, .hdri, .pic)
Amiga Interchange File Format (.iff)
Joint Photographic Experts Group (.jpg, .jpeg)
Apple Macintosh Picture (.pict, .pct)
Portable Network Graphics (.png)
Tagged Image File Format (.tif, .tiff)
Truevision Targa (.tga)
Appendix C Refraction Index Chart
Appendix D Web Links
Community, News, and Tutorial Web Sites
Software Web Sites
Texture Collections
Recommended Further Reading
Index
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LightWave® V9 Texturing
Part 7
Tutorials
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