When you first load ShadowCatch_Raw.lwo, it has a default surface on it, with its Trans-parency bumped up to 80%, so it will receive shadows and still show the back-ground image throug
Trang 1• Random Streaks are
the fine, numerous “spiky
streaks” that help give the
impression of something
being painfully bright
• The Reflections tab
offers access to a multitude
of settings to recreate the
sun dogs that appear when
light catches within the
mul-tiple layers of camera optics
(I’d suggest using this
set-ting sparingly, creaset-ting your
own custom combinations of
elements instead so this effect doesn’t look
canned.)
Let’s go back to the fake volumetric light
scene we were working on in the previous
section of this chapter, as shown in Figure
17-29
1 Set the light’s Parent to your “shaft of
light” object, and move it numerically
to X=0, Y=0, Z=0 (I’ve changed my
light from a distant light to a point light,
but this doesn’t really matter.)
2 Activate Lens Flare for the light, and
open the Lens Flare Options window
Deactivate Central Ring and Red Outer
Glow Activate Anamorphic
Distor-tion and Anamorphic Streaks.
(Leave everything else as is.)
3 An <F9> gives you something you
might see hovering over a rural
land-scape on The X-Files (See Figure
17-29.)
One of the best ways to use lens flares is to
work them into your scene in such a way
that the viewer isn’t even aware that a lens
flare is being used (Huh?) That’s right!
When you have a flare that is just a Central
Glow with a high Intensity and a fairly high
Flare Dissolve, the flare serves more to add
a bit of “light bloom” to the entire scene,giving the same feel that lights do when
“catching” in a faint hint of haze This fainthinting is indicative of the elusive quality ofsubtlety that runs through all I try to con-vey to an up-and-coming artist Anyone cantell the difference when shown a render
“with” and a render “without,” but on itsown, it doesn’t jump out at the viewerbecause it just looks good
Figure 17-27: Random Streaks.
Figure 17-28: The Reflections tab.
Trang 2Lens flares aren’t just for “realistic” works.
The addition of two lens flares in the center
of the work in Figure 17-30 makes the
ver-sion on the right much more intense, all
over! I had to use two flares because I
wanted a soft, “all-over” glow and another,
much more pinpoint focus for the sciousness seed” at the center of the work.Flares render very quickly, so don’t beafraid to use as many flares as it takes to getthe exact look you’re trying to create
“con-Figure 17-29
Figure 17-30: The Formation of Consciousness.
Trang 3LightWave lets you composite CG elements
right into live-action plates without having
to open up another piece of software It’s
quick, it’s easy, and it opens up a whole newworld of possibilities to a filmmaker Let’stake a look at an example
CG Elements onto a “Live-Action Plate”
1 Load iting_01_Setup.lws — the layout of
Scenes\Chapter_17\Compos-the three ’droids — and we’re ready togo!
Figure 17-31: A deserted country road — the
perfect place for a trio of alien probe ’droids!
(Insert maniacal laughter here.)
Figure 17-32
Trang 42 The first step to getting these guys
composited onto a live-action plate is to
load that plate into Effects |
Compos-iting | Background Image (Either
select the plate, if CountryRoad.png
is already in the list, or choose (load
image) and select
Images\Chap-ter17\CountryRoad.PNG if it isn’t
in the list.) You can get a really goodfeel for how this composite will look by
choosing Background Image in the
Display Options | Camera View ground — your camera viewports willshow your objects over your back-ground image
Back-Figure 17-33
Note
The ’droids use the FI’s_PatchyR procedural
texture.
PC crowd: You’ll have to make sure you add
the fisptxtrs.p plug-in (More info on FI’s
pro-cedural textures can be found in Appendix A.)
Mac crowd: Using Surface Baker (see the
LW manual for more information on this très
cool shader that is currently hard-coded as a
part of LightWave — it can’t be used over
ScreamerNet just yet), I’ve created a Mac
version of the probe ’droid for these next
exer-cises Be sure to work with the _Mac versions
of the ’droid and his scenes.
If you’re wondering how to “bake” a
procedural bump channel when Surface Baker doesn’t have this as one of its options, see the
LW manual to get up to speed on the “whos” and “whats” of Surface Baker You copy the texture layer(s) you’re using for the bump channel to replace all layers of your color channel and with 100% Luminosity, 100% Dif- fuse, 0% Specular, 0% Transparency, and 0% Bump, render a frame with the Surface Baker shader active and set to create an appropriate
UV texture map The image the Surface Baker shader generates can be used as a bump map for machines that don’t have access to your procedural shaders!
Trang 53 Let’s change our light to an area light
so it will cast realistic shadows In its
Motion Options window, set Target
Item to ProbeDroid (1) (the middle
’droid in our scene), so when we move
our light, we don’t have to worry about
aiming it as well Move it to where the
sun would be relative to our ’droids,
based on what we’re able to surmise
from our live-action plate (I found X=1.63,Y=15.88, Z=–240 mm to work well) Set
Light Intensity to 125% (I always have a
value of over 100% for sunlight; it givesharsher lights and darks — chiaroscuro —
and feels more like outdoor lighting.) Make
sure Shadow Type is set to Ray Trace, activate Trace Shadows under Rendering Options, and do an <F9>.
Figure 17-34: Doing an <F9> shows us what
we’ve got so far It’s not bad and could probably
pass as okay in some lower-end productions But
something is amiss: The lighting on the ’droids is
coming from a completely different angle than
where the sun obviously is in our plate!
Figure 17-35
Note
One of the first things you learn as a painter
is that no matter how many visible or implied
lights there are in an image, there is only one primary light source Unless you have a
darn good reason for breaking this tion, all things in a scene should show the
conven-effect of the primary light source; all other
light sources should be handled with such subtlety that they go almost unnoticed to the untrained observer (When in doubt about complex lighting, or when you have a lim-
ited time to ray-trace, shadows are cast only
from the primary light source.) These conventions have worked for hun- dreds of years But even so, you still don’t have to take it as “law,” just as an idea to
help make your own work better, faster!
Trang 64 Under Effects | Backdrop, choose
Image World from the Add
Environ-ment pop-up menu, and then choose
our backdrop image,
Country-Road.PNG, in the Light Probe Image
box Then, on the Global Illumination
panel, select Enable Radiosity, select
Backdrop Only as the radiosity type,
and activate Shading Noise
Reduc-tion Change Intensity to 169%, and
do an <F9> to see what we’ve got.
What’s the big thing that stands out asbeing “wrong” when you look at Figure
17-38? The ’droids aren’t casting any
shad-ows! Compositing shadows onto things
seen in photographic plates is a bit of amulti-part process with the tools that are apart of LightWave’s basic toolset (Otherplug-ins exist that streamline shadow
Figure 17-36: Hmm… Well, the light is coming
from the correct direction, but the scene is dark.
We could spend a lot of time “hanging” other
lights to mimic the light reflecting off the ground,
pavement, sky, and all that, or we could use our
live-action plate to light our scene!
Figure 17-37
Figure 17-38: Hey! Not bad! Not bad at all! As a matter of fact, pretty darn passable! But something I’d like to see is to have the lens flare effect in the live-action plate carry onto our ’droids just a touch.
5 As shown in Figure 17-39,add a point light, naming it
Flare Set its Position to X=890 mm, Y=7.269 m, Z=–69 mm Set Light Intensity to 0%, and activate Lens Flare Set Flare Intensity to 200%, deacti- vate Fade Off Screen, set Flare Dissolve to 69%, and set it so that only Central Glow is active Set Star Fil- ter to 4 Point and the star
filter’s Rotation Angle to
45º (You can do an <F9> if
you like; I’ve already tested it andknow the effect is what I’m looking for,
but it is so subtle as to not really merit a
figure of its own.)
Trang 7compositing — most notably Worley Labs’
G2, which does many other things for your
rendering as well, including letting you see
changes to your render in real time.)
But here, we’re going to show you how
to composite shadows using the basics of
LightWave right out of the box, without
having to own a separate compositing gram or buy additional software oranything!
pro-First, we’ve got to have something that
“catches” the shadows cast by the ’droids.This “shadow-catcher” is just a simple bit
of geometry that mimics the general shape
Figure 17-39
Figure 17-40
Trang 8and position of the things seen in your
plate (You’d be surprised at how general
this “shadow-catcher” can be and still look
good.)
6 Load in
Objects\Chapter17\Shadow-Catch_Raw.lwo This object has been
presized and positioned to simulate the
curvature of the road where the ’droids
may cast their shadows Under its
Object Properties | Lights tab,
check to exclude Radiosity, Caustics,
and the light named Flare from being
calculated for that object; it’ll save lots
of time when rendering (The only light
that needs to interact with our
shadow-catcher is our primary light:
Light You may find it easier to match
your shadow-catching objects to their
respective landmarks on the plate
when they’re viewed as wireframes
and not as opaque, solid objects This
can be set through the Scene Editor.)
When you first load ShadowCatch_Raw.lwo,
it has a default surface on it, with its
Trans-parency bumped up to 80%, so it will
receive shadows and still show the
back-ground image through it This lets me tune the positioning of both the shadow-catcher and the objects that are casting theshadows When everything is as it should
fine-be (and everything should fine-be fine in ourscene with our prepositioned objects),move on to the next step where we’ll geteverything ready for a final render
Figure 17-41
Figure 17-42
Trang 97 As shown in Figure 17-42, set the
ShadowCatch surface Color to 0, 0, 0
(black) and its Transparency to 0% On
the Advanced tab, set the Alpha
Chan-nel to Shadow Density (which is what
will let us composite the black of the
object’s surface color onto our plate)
As final preparation for generating an
image that can be composited onto the
plate, we need a completely black
back-ground (“Premultiplying” our
fore-ground image with black helps the
computer deal with the rather touchy
process of seamlessly blending the
edges of our foreground image into that
of our background.) Replace your
Effects | Compositing |
Back-ground Image with
Images\Black-Square.iff.
8 Figure 17-43 shows our completed
foreground plate, ready for compositing
onto our background plate To work
with a single frame, as we are here,
once you have hit <F9>, under the
Render Display’s File menu, choose
Save RGBA | LW_PNG32 (.png).
Portable Network Graphics files are
the most compact file type that holds
both the image channel (24 bits) and itsalpha channel (another 8 bits), making
a total of 32 bits per channel in a single
file If you wanted to save a series of frames, perhaps if you were doing this
for a movie, you would set Save RGB
to a 32-bit file format under RenderingOptions (and possibly even save outthe alpha separately, just in case yourcompositing application needs the alpha
as a separate file)
Looking at Figure 17-43, you may be dering where the shadows are They’rethere, but they’re 0, 0, 0 (black), the same
won-Figure 17-43: The completed foreground plate, ready for compositing onto our
background plate.
Figure 17-44: The alpha channel for our plate.
Trang 10color as our background image When we
take a look at our alpha channel, which is
what is used to “cut out” our foreground
elements, we see that the shadows are
there — but they’re white! (See Figure
17-44.) In a LightWave alpha channel, what
is white is opaque and what is black is
trans-parent (some programs have this reversed).
So, the white shadows on the alpha channelwill make the black of the foregroundplate’s image channel opaque where theshadows are!
9 Now, to piece the background and ground together, save your scene, andthen clear your scene (or start anotherprocess of LightWave), so we can have
fore-a completely “virgin” spfore-ace in which towork our “magic.” In that empty
scene’s Image Editor, load Images\ Chapter17\CountryRoad.PNG Also,
load the render of the foreground
ele-ments that you saved in Figure 17-43
(you can use mine, if you wish: ders\Chapter17\CompRaw_F.png).
Ren-With your foreground “plate” selected,
choose Clone | Instance to create a
“referential copy” of the image (SeeFigure 17-45.)
10 Then, with the instance selected,
choose Alpha Only for Alpha Channel.
(This “splits” the 32-bit image into one
Figure 17-45
Figure 17-46
Trang 11image that has the colors of the
fore-ground elements and another image
that has their alpha “mask.”) Then,
under Effects | Compositing, choose
CountryRoad.PNG for Background
Image, choose your (original)
fore-ground image for Forefore-ground Image,
and choose your instanced image that
has been set to Alpha Only for
Fore-ground Alpha
Note
It’s times like this, when you’re compositing your render onto something shot on film, that you’ll want to render your foreground elements with the camera’s “filmic” soft fil- ter You may also want to add some “film grain” to the foreground elements using either the Wave Filter or Virtual Darkroom image filters (found under Effects | Pro- cessing | Add Image Filter).
Virtual Darkroom is an amazing piece of software It does much more than add film
grain It actually simulates the ways that
cer-tain films, processing techniques, and photographic papers would record the image that LightWave renders I’ve found that because Virtual Darkroom offers such a plethora of presets, it’s best to use this filter
on a prerendered series of frames (saved using an image format like Flexible Format, Radiance, SGI 64-bit RGBA, SGI 48-bit GRB,
or Cineon formats that support LightWave’s ability to create images in IEEE floating-point accuracy, higher-than-film-color-depth qual- ity, rather than in 24-bits-per-channel, television-color-depth images).
Virtual Darkroom can even be used (to a degree) to “color grade” your footage, giv-
ing it the unearthly feeling of Minority Report
or the look of footage shot in rural America
in the ’70s (the Kodak Gold 100 preset gives this look quite nicely) It even has settings for black-and-white film, letting you make your work look like it was unearthed from some esoteric, archive film vault.
Figure 17-47: It takes but a moment to render the
pieces together When you do, you’ll see the probe
’droids hovering over and casting shadows onto a
deserted country road, a freak incident that a
hapless traveler managed to catch on film!
Figure 17-48: Summer Vacation (undisclosed location), 1953.
Trang 12Basic Explosions
What do you do if you want to make things
go “boom”? There are just as many ways of
doing this as there are ways of doing
any-thing else in 3D The “trick” of mapping an
image sequence of an explosion onto a
poly-gon that sits between the object that goes
“boom” and the camera is ancient (in
com-puter terms at least) But, ancient though it
may be, it still works beautifully and is used
today in productions big and small
The first thing we need when
compositing an explosion this way is an
image sequence of an explosion The very
best explosions are the ones that are
actu-ally filmed with the camera going faster
than its usual 24 FPS to give the
impres-sion that what you’ve got is a gigantic
fireball, not a smallish “pop.”
Seriously Important Note
Filming (or “taping” — see the following
note) explosions requires a lot of experience,
expertise, and training! No matter how
much of a “fire nut” you may fancy yourself,
don’t shoot your own explosions until you can
get someone who honestly knows what
they’re doing to train you properly!
Note
Filming refers to when you’re shooting on
film; taping refers to when you’re shooting
on videotape As nitpicky as this may seem,
using these terms correctly shows other
industry folks that you know what you’re
talking about Besides, it’s always best to
mean what you say, and to say what you
But remember, as with lens flares, popular and/or easy often means that your viewers
will be able to identify the umpteen ent places they’ve seen that particularexplosion (A solution to this is to use sev-eral explosion polys in front of one another
differ-to make something that looks slightly ferent from the stock footage.)
dif-However, with LightWave, you can make asimple explosion in a matter of minutes.(You don’t believe me? Just take a peekthrough the first bit of the next chapter —the explosion we’ll be using is the result ofthe HyperVoxel explosion exercise It’s notthe best explosion in the world, but forsomething that can be done, start to finish,
in about ten minutes, it’s decent enough.)
Figure 17-49
Trang 13The one thing to really watch for when
choosing (and making) an explosion to put
onto a polygon is that the explosion doesn’t
touch the edges of its frame (How cool
would it be to have a beautiful “Death
Star-like” explosion with a hard line cutting
it off where the filmed explosion hit the edge
of its frame?)
The next thing we need to composite an
explosion is a scene in which to put our
“blazing blossom.” I’ve taken the liberty of
putting our little probe ’droid adrift in
space, with just enough resources to trigger
its self-destruct mechanism (Hey,
filmmaking is a dirty job; get used to it.)
1 Load
Scenes\Chapter_17\Compos-iting_02_Setup.lws, and you’ll see
something like what is shown in Figure
17-50
MacNote
If you’re a Mac user, remember to load in
the Mac version of the scene
2 Next, load plosionPoly_Raw.lwo Open the
Objects\Chapter17\Ex-object’s Object Properties window, and
deactivate Self Shadow, Cast Shadow, and Receive Shadow (it’s a
rare thing for a ball of fire to either cast
or receive shadows)
3 Then, using the Scene Editor, set the
explosion poly to be viewed as a
Wireframe or Bounding Box This
Figure 17-50
Figure 17-51
Trang 14will help you considerably when you’re
positioning and scaling it, centering it
directly in front of the derelict ’droid
An <F9> reveals that I’ve left all the
wonderful work of applying the
explo-sion for you (Hey! How else are you
gonna learn?)
4 Next, enter the Image Editor, and load
the first image in the Images\HV_
Explosion sequence Then, set Image
Type to Sequence (Most explosion
sequences you’ll buy will come with analpha channel so you can “cut” theexplosion onto a transparent poly I’mnot a big fan of this because it leavesthe explosion looking flat So, set Alpha
Channel to Disabled.) Instead of the
explosion sequence starting right atframe 0, I want the audience to havesome time to register what’s going on
Figure 17-52
Figure 17-53
Trang 15in the scene, so set Start Frame to 34.
(This just pushes the whole thing
ahead to start at frame 34 Don’t mess
with the In or Out points; they will
“trim” (shorten) the footage.)
Note
In the Image Editor, you can use the slider
directly below the image window to scrub
through the frames of an image sequence.
Or you can check Use Layout Time to link
the image displayed in the window to your
scene’s current frame.
5 In the Surface Editor for the explosion
poly, enter the Texture Editor for its
Color channel For the Layer Type,
choose Image Map Set Projection to
Planar, Image to the
HV_Explo-sion_(sequence) we just loaded, and
Texture Axis to Z Click on the
Auto-matic Sizing button to have
LightWave calculate the correct scale
and position for the image to perfectly
fill the poly Close the Texture Editor
window
6 In the Surface Editor’s Advanced tab,
set the Additive Transparency for the
surface to 100% This means that it
will add the value of whatever its
sur-face is to whatever is behind it If the
surface is black, then 0, 0, 0 gets added
to the pixels behind it (meaning there
is no change) If the surface is white at
a certain point, then 255, 255, 255 gets
added to the pixels behind it (and
think-ing in terms of 255, 255, 255 bethink-ing the
highest values a pixel can have, white
is the highest value a pixel can have; in
short, it’s like having a layer set to
Screen in Photoshop) The end result
of this is that the black background ofthe explosion will be completely trans-parent, and the lighter the explosiongets, the more opaque it’ll be
Figure 17-54
Figure 17-55: Doing a quick <F9> (around frame 50) shows something that doesn’t look half-bad But an explosion is light, not just color Let’s add a lens flare to simulate a lot of light flooding our camera’s exposure chamber and to give us something to hide our removal of the ’droid.