Both SasLite and Sasquatch render littlestraight lines when they make fibers.. WithSasquatch, you don’t have to render them.And, of course, that again saves time.While we’re talking abou
Trang 1Both SasLite and Sasquatch render little
straight lines when they make fibers These
look curved, but, like a polygon, really
aren’t In SasLite, the number of curves isfixed If there aren’t enough for the coarse-ness and frizziness you have chosen, youmight see the lines Much more commonly,there are many more than you need, espe-cially if you are making fairly straight fibers.But you are going to render them all any-way because you can’t change the number
In Sasquatch, you can edit the FiberDivisions number, so you aren’t renderingany more segments than you need to Onceagain, this can save quite a bit of time over
a long animation
In fact, Sasquatch can save you so muchtime that, if you have clients, and time ismoney, it will probably pay for itself in shortorder And that’s without all the extracapabilities!
However, let’s talk about those for a fewmoments
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Figure 20-78: The Preview window in Sasquatch is easy to set up, and a real time-saver.
Figure 20-79: The Rendering page of the
Sasquatch Pixel Filter panel.
Trang 2Sasquatch’s Valuable Extra
Features
There are things that SasLite simply can’t
do that Sasquatch can
For instance, SasLite can’t cast shadows
on anything, in any way, for any reason
Sasquatch includes a surface shader,
“Shadow of Sasquatch,” that allows you to
selectively cast shadows on any surface in
the scene, in addition to controlling the
opacity, colored highlights, and softness,
among other things It uses shadow maps,
so it’s fast You can control the size of the
map in the Pixel Filter panel, so you can
use small maps for small or distant objects,
and high-resolution maps for close-ups and
detail work
The SasLite displacement, as you know, has
one panel of options Sasquatch has nine,
including dynamics; most of them can
accept surface textures and some can beanimated
Surface textures are called by clicking alittle “S” next to the name of the attribute.That opens a panel that allows you tochoose whether to apply a map (image orweight), noise, spots, effectors, slope, orsome variation of all of them to the attrib-ute Since you can also determine howmuch of each attribute will be applied inboth the black and white pixels, you have agreat deal of control
This allows you to tweak the color,growth pattern, density, coarseness — vir-tually any of the parameters — in minutedetail, and in very little time
For instance, remember the grassy plainthat we made in the beginning of this chap-ter? Those fibers were applied to the wholeobject, at the same length and density.There wasn’t any way to tweak it so thatthere was more detail near the camera than
on the distant hills
But with Sasquatch, there is Using aneffector (usually a null object, set up in Lay-out), it’s simple to put long, luxuriant grassnear the camera, with the grass getting notonly thinner but shorter (to increase theillusion of distance) farther away In the fardistance, where the fog takes over, youdon’t really need any fibers at all WithSasquatch, you don’t have to render them.And, of course, that again saves time.While we’re talking about grass, inSasLite, you have no control over the taper
of the fibers With Sasquatch, you do; youcan grow fibers that are the same widthfrom root to tip or fibers that taper to apoint So you can make blades that lookmore like an uncut field of grass in the firstplace
· · · · S i m u l a t i o n s 3 : F u r a n d H a i r
Figure 20-80: Shadow of Sasquatch Shader panel.
Trang 3C h a p t e r 2 0 · · · ·
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Figure 20-81: Sasquatch surface texture panels.
Figure 20-82: Using an Effector to control fibers in Sasquatch.
Trang 4Perhaps the biggest thing that Sasquatch
can do but SasLite cannot is animation
With SasLite, the fibers are the fibers
They don’t respond to anything, and they
don’t change over time
With Sasquatch, not only can they
respond to wind, movement, and so on, but
length and density can be independently
animated You can, quite literally, make
fibers grow before your eyes
The differences in color are also mous In SasLite, as you know, the onlyvariation in color possible is a single con-trol, which randomly changes both thebrightness and hue within a percentagerange
enor-In Sasquatch, not only are those twothings separated into two different ranges(one for each), but you also pick a “Salt”and a “Pepper” fiber, each of which has a
different base and tip color(that’s two colors per fiber,for every fiber) You pickhow close to the tip thechange occurs and howsharp the division is Thenyou decide the percentage
of “Salt” fibers, and thepercentage of blendbetween “Salt” and “Pep-per.” (Is each fiber eitherblack or white, for instance,
or are there some that aregray?)
In addition, you candecide if the fibers inheritthe dominant color fromthe clump they are in, ifthey keep their own color,
or if they have some centage of both
per-· per-· per-· per-· per-· per-· per-· per-· per-· per-· per-· per-· per-· per-· per-· per-· S i m u l a t i o n s 3 : F u r a n d H a i r
Figure 20-83: SasLite grass vs Sasquatch grass.
Figure 20-84: Animating properties panel in Sasquatch.
Trang 5Then you can put all of that on a map,
too (The colors blend much like Multiply in
Photoshop They can be darker than the
map, but never lighter.)
Remember the rug we did? In
Sasquatch, if you want a complex pattern in
the rug all you have to do is choose pure
white for the Salt and Pepper, root and tip,
and use the map of the rug for the image
under the Mapping button Presto! A
per-fect, colorful rug
While we’re talking about re-rendering
using Sasquatch, remember the head? Well,
in Sasquatch, you don’t have to make
sepa-rate parts for the mustache Just choose a
poly in the philtrum, and use Smart
Combing, starting from that poly The beard
and mustache are automatically combed,
just the way they would grow (You can
tweak this, if you like, but I didn’t have to
here.) This, again, saves both time and
frustration!
If you want to match colors but not
length, density, clumping, etc., in two
instances of SasLite, you have to either
make a note of the colors you used and
re-enter them in the second instance, orsave the entire thing, load it into the secondinstance, and then tweak the non-colorparameters
In Sasquatch, you can copy each page ofparameters separately So moving just thecolor or just the shading or just the anima-tion from one instance to another is a snap!(Sasquatch can also load saved SasLite files
So, if you have a wig you like in SasLite,you can use the same parameters inSasquatch There will be lots of thing miss-ing, of course, that will simply have thedefault values, but it’s a start.)
In fact, there’s so much that Sasquatchcan do that I’m not going to try to tell youall of it Instead, I suggest that you go to theWorley Labs site at http://www.worley.comand download the plug-in from the Down-load page You won’t be able to open theinterface or change the parameters if youdon’t buy it, but you can render things thatuse it
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Figure 20-85: Mapping in Sasquatch, and the rug
you can make with it.
Figure 20-86: The head, redone with Sasquatch!
Trang 6Download the demo files as well, and
render some of them, and the Sasquatch
version of the files that I’ve included on the
CD Notice how much faster they render,
and how much more information they
contain Then make up your own mind ifSasLite will fill your needs or not
I hope you enjoyed this chapter, and Iencourage you to jump into Sasquatch orSasLite and have a ball
· · · · S i m u l a t i o n s 3 : F u r a n d H a i r
Trang 7This page intentionally left blank.
Trang 8It has been a pleasure sharing with you
these essential techniques of using
LightWave as a tool for bringing the things
you’ve got tucked away in your mind into a
form that others can see as well You’ve
come a very long way in a very short
amount of time I hope the “ominous
mys-tique” that may have prevailed before
opening these pages has been replaced with
an overwhelming sense of possibility and
excitement There is so much you can do
with what you know right now! This is only
the beginning of your path!
The things in these pages are the things
that “the best of the best” have as part of
their “toolboxes” that they use on a daily
basis (You’d eventually learn them in X
number of years, but why wait?) All we’ve
done is take some choice things from our
own toolboxs and lay them out for you to
play with, to test their “heft” and “feel.”
(These are things we couldn’t work
with-out, no one should have to try to work
without them, unless they consciously
decide they don’t want to.)
There may be some other “hotshots”
out there who may wonder why the heck
we’re doing this Doesn’t this threaten our
positions as authorities? Let us make this
perfectly clear: Beyond all shadows of doubt,
absolutely not!
Consider the kind of growth in the field
of 3D that has the possibility of happening
when what was once considered the
pinna-cle of the exploration phase of LightWave is
now merely the beginning The things that
you will discover should be far beyond what
any of us already well along on our ownjourneys can imagine All we ask is that youshare what you learn, what you find out,with others What you will be doing is rais-
ing the level that everyone will be able to achieve and what we expect of our
achievements
Just as every seventh-grader todayunderstands, without even thinking about
it, the theories that took Pythagoras almost
a lifetime to develop, it is our hope thattomorrow we will all be able to work mira-cles with 3D, the likes of which arecontemplated only by the wishful dreamers
of today
Where you go from here is limited only
by what you choose to do You now have the
skill set that it takes most LightWaversmany years to develop You could explorecharacter animation and the creation ofyour own short films You could delve intospecial effects, even learning LScripting tocreate with mathematics things that can beneither modeled nor animated You couldfind yourself working with other extremelydedicated and talented artists to create
something even bigger than Lord of the
Rings Or you could find yourself living a
pastoral life, as if on some remote ony-planet, making the films you havealways wanted to see and helping others toachieve their dreams and goals as well.Beginnings are wonderful things Possi-bilities lay out before you like a never-end-ing webwork that connects where you areright now to everywhere you dream to be
Trang 9col-Where will you choose to let your path take
you now that it has begun?
When you think about just how far 3D
has come in the few short years it has been
actually possible, this beginning you are
now a part of is itself a part of one of the
more exciting things to touch this little
planet in a long, long time
Just remember, in all that you do, find the
ways of making it fun Find ways of letting
what you do be more play than work When
you do that, the work that will come through
you will look more and more like the work
that inspired you to take this journey
yourself!
Be well, and enjoy the journey!
Timothyhttp://Timothy.ArtistNation.comSteve
http://www.stevewarner.com
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E p i l o g u e · · · ·
Trang 10Appendix A
Plug-ins and
Programs
Something that has always struck me about
the community that has gravitated to
Light-Wave is the amazing sense of, well,
“com-munity.” I’ve used all the major software
packages and only found this sense of
open-ness, sharing, camaraderie, and support
among the users of LightWave These
feel-ings of connection exist with LightWave
artists from all areas of the globe,
regard-less of language, belief, or computer
platform
I’m not quite sure why this is so with
LightWave — maybe it has something to do
with the initial intent of Video Toaster as a
“paradigm shift” or something The point is
that there are incredibly talented artists,
programmers, and programmer/artists
working with LightWave who have done
some amazing things, and out of their own
feelings of connection with this community
have chosen to share what they’ve created
with the rest of us These are plug-ins,
LScripts, and external programs that save
hours of time or make you sit up and say,
“Dude! That’s cool! I never would have
thought of that!”
As a firm believer in giving back, and
someone who uses these additions to
LightWave on a constant basis, I am very
thankful and deeply indebted to the works
of these honorable people What they have
created are things that would sell for
hun-dreds, if not thousands, of dollars were we
using Maya, XSI, or 3ds max These are
incredibly helpful tools Once you start using
them, you won’t want to work withoutthem
I am equally thankful to each of the ist/programmers who have let me includethe plug-ins that I use most frequently onthe companion CD I encourage you, if youhave a leaning toward programming, tomake note of the things you’ve alwayswished existed in LightWave and codethem, adding to the wealth of things thatmake the LightWave community the awe-some “concept in action” it is
art-This chapter outlines brief descriptions
of the plug-ins and programs that are onthe companion CD These descriptionsdescribe the basics of what they do, givingyou an idea of whether or not they’re some-thing you want to add to your own toolbox
(Most of these are free, full versions of the
software, while some are demos of mercial products All are included with thepermission of their authors.)
com-The directory structure for the plug-ins
is Plugs_n_Programs\Creator\Program
Name\Computer Platform\.
Each included plug-in (or program) has
its own README file in either its Program
Name or Computer Platform directories.
The README files will get into muchmore depth about how to use and set up theplug-ins (or programs)
A snippet of the creator’s web site is
included under the Creator directory, as is a
link to the web site itself You’ll be able toget the most recent versions of the files
Trang 11directly from there and see what new things
those artist/programmers have created
Note
You will need to know how to add plug-ins
in order to implement their functionality into
LightWave If you do not know how to do
this, please see the LW manuals.
Note
Most of these utilities are for both Intel and Macintosh Some, however, have not yet been compiled for Macintosh (at the time of publication) I apologize for the frustration this may present to Mac users of LightWave With the aim of strengthening the ties of the LightWave community, if you are a Mac programmer and can offer your time to compile a plug-in for Intel-only LightWave coders, I’m sure they, as well as Macintosh LightWave users, would be grateful for your help.
3D Cybercorp
http://www.3dcybercorp.com/
Plug-in by Antony Scerri
UV Imaginator
(Intel, Mac OS9, Mac OSX) Full Version
What it is: Modeler => Utilities |
Addi-tional | UV Imaginator generates a bitmap
image of any UV map that you have
assigned to a model, which you can use as a
guide for when you are painting UV texturemaps
What makes this cool: Without this
plug-in, you typically take a screen capture
of your UV Map viewport and paste it intoyour paint program Your resolution, then,
is limited to that of your screen UVImaginator lets you create any resolutionimage of a UV map layout, even letting yougenerate the bitmap based on a currentselection or surface!
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Figure A-1: UV Imaginator.
Trang 12Notes: Once you have set the
tar-get image with Save As, be sure to
click Generate (No bitmap is created
unless you click Generate.)
Figure A-2: The bitmap generated by the
settings shown in Figure A-1, ready to be
used as a template for your painted texture in
your paint program.
ASA
http://www.lw-fin.org/plugins/
Plug-ins by Juha Pinola
ASA BufferSaver
(Intel, Mac OS9) Full Version
What it is: Layout => Effects |
Pro-cessing | Image Filter | ASA_BufferSaver
is a plug-in for advanced users that savesimages containing the internal buffers thatLightWave uses to create its images(Specularity, Shading, Raw RGB, etc.)
· · · · P l u g - i n s a n d P r o g r a m s
Figure A-3: ASA BufferSaver.
Trang 13What makes this cool: By saving the
internal buffers and then using a program
like CinePaint or After FX to combine them
after rendering, you can have amazing
con-trol over how the final image looks You can
adjust the darkness and tonality of base
col-ors, shadows, and highlights You can blur
the Specular shading buffer, using Screen to
create soft “bloom-like” effects (The list of
things you can do to control every aspect of
the final image without re-rendering is
nearly endless.) This is what the pros do
Notes: Working in this manner is highly
advanced, but it is something that you will
want to get into when you want your
ren-ders to start taking on even more of a
professional feel The code-like information
in the Buffers fields refers to which
individ-ual buffer channels (shown under the Help
button) will be used to make up the R, G, B,
and alpha channels of the output image.
(The first entry in the Buffers field stands
for the red channel, then the green channel,
the blue channel, and finally the alpha
channel.)
Side Note: If you’re into random-dot
stereograms, you can use this plug-in tosave the depth buffer to the black-and-white image an RDS-generating programneeds to work its “magic.” (You can findRDS programs through TUCOWS.com,explored in Appendix B.)
ASA ColorPicker
(Intel) Full Version
What it is: Layout => General Options |
Color Picker | ASA_ColorPicker changesthe tool you use to select colors inLightWave’s interface
What makes this cool: This opens up a
whole new level of precision and ease forchoosing your colors in LightWave You cancompare your original color with the coloryou are selecting in the upper part of itswindow and use the “ratchet-ring” aroundthe color wheel to micro-adjust your colorselection
Notes: Using this plug-in makes
select-ing colors in other programs seem like adrag
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Figure A-4: ASA ColorPicker.
Trang 14Fake Irradiance Illumination
(Intel) Full Version
What it is: Surface Editor | Shaders |
ASA_FakeIrradianceIllumination allows you
to use a prerendered image to precalculate
a very convincing “fake” radiosity
What makes this cool: If you want to
get the look of radiosity but don’t have the
time for even Backdrop Only radiosity, youneed this plug-in
Notes: See the README file for
instructions on how to set up this plug-inand generate the image the plug-in needs to
do its magic
Light Absorption in See-Through Items
(Intel, Mac OS9) Full Version
What it is: Surface Editor |
Shaders | ASA_LASI is a
shader that calculates the
com-plex mathematics for the way
light behaves when passing
through transparent objects
What makes this cool:
This lets you have “glass”
objects that more or less
accu-rately recreate their real-world
counterparts While ray-tracing
with this plug-in will very
accu-rately recreate real life, you can
render without ray-tracing and
still have your surfaces show
the coolness of light being
absorbed as it passes through
“see-through” items
Notes: I’ve found this
plug-in to be a little bit of a
chal-lenge to pick up at first, but
when you do get the hang of its
settings, it is well worth the
time spent learning it
· · · · P l u g - i n s a n d P r o g r a m s
Figure A-5 (Image by Juha Pinola — used with permission)
Figure A-6 (Image by Juha Pinola — used with permission)
Trang 15things, but what I
imagine you might
find most helpful is
its ability to render
what any camera in
your scene is
“look-ing at” onto a
surface (In this
case, it is applied as
a shader.) You’ll
probably find this
extremely useful if you’re doing
“vid-screens” that monitor an area from
several angles at once (or monitor the
dif-ferent parts of a spaceship’s exterior)
What makes this cool: Using Surface
Editor | Shaders | ASA_RenderTarget lets
you do “in camera” things that would
nor-mally require you to prerender and then
map the prerendered image sequences onto
surfaces in your scene
Blochi
http://www.blochi.com/
Plug-in by Blochi
Thickener
(LScript) Full Version
What it is: Modeler => Utilities | Utility
| Additional | Thickener will add real
thick-ness to a flat object, even sub-patch objects.
(As an LScript, it will work on both Intel
and Macintosh — regardless of Mac OS.)
What makes this cool: Try making a
couple of complex flat objects “thick” in thesame way by hand and get back to me
Notes: Thickener is more than Extrude,
more than Smooth Scale It thickens objects
along each poly’s normal Try it I thinkyou’ll like it!
A p p e n d i x A · · · ·
572
Figure A-7
Notes: In the ASA RenderTarget shader
interface, RTC (Render Target Camera) letsyou choose which camera’s view (already inyour scene) will be shown on the surface
IMO (Isometric Object) lets an object be
your “camera” if Isometric is checked at thetop of the window This plug-in only doesplanar mapping at the moment, so be sureyour (Planar Mapping) axis is set correctly