Standard Projection TechniquesIntroduction to Standard Projections When working with images for texturing, we have to define exactly how the image is to be placed projected onto the surf
Trang 2Standard Projection Techniques
Introduction to Standard Projections
When working with images for texturing,
we have to define exactly how the image is
to be placed (projected) onto the surface of
the object, as no program is so intelligent
as to know exactly how to place an image
onto a surface without some coordinates
that tell it where to put the image and in
what manner the image should be applied
Even in the following image, we would
need to tell LightWave how to project this
texture straight onto the surface, even
though the placement may seem pretty
straightforward and obvious
Defining these projections involves a process called mapping, of which
there are a number of different types Mapping can be roughly divided intotwo main categories: standard projections and UV mapping Both offer a fewdifferent options for you to use, and are suitable for different situations
To use a real-life analogy, let’s assume that you make a sculpture andthen paint all the surface detail for that sculpture onto a piece of cloth Okay,
I know it would be a bit odd to not just paint directly onto the surface, butjust bear with me here! So you have your sculpture, and you have yourcloth, and now you need to figure out a way of wrapping the cloth onto thesculpture so that it looks right That is basically what mapping is Do youstick the cloth straight onto the front of the sculpture or do you strategicallyarrange the cloth onto it?
Figure 14-1
Trang 3NOTE: You only have to specify a projection type for images and
for a few procedural textures, as gradients and most procedurals do
not require them due to the way that they are created.
What makes mapping really challenging is that in any situation, a number of
different approaches could be applicable The trick is to choose the best one,
and deciding on that requires a bit of planning and thought
To define the manner in which an
image will be projected onto a surface,
you need to choose an option from the
Projection list in the Texture Editor for
the channel into which you are placing the
image
As you can see, there are quite a few
choices
The first five options in the list — Planar, Cylindrical, Spherical, Cubic,
and Front — are standard (basic) projection types Standard projection types
offer perhaps the most straightforward methods of placing textures onto
your surface All you have to do is decide on the most appropriate method
for the object upon which you need to apply the texture, as the choice you
make will really depend on the shape and orientation of the surface with
which you are working
Planar Projection
Using Planar Projections
Planar is most probably the simplest method to use of all the standard
pro-jection types It is also possibly the most popular way of placing textures
onto surfaces Its simplicity can be deceiving though, because as
straightfor-ward as it is, this option is by no means simplistic or stunted in its actual
use In fact, you could almost say that as a general rule of thumb, if an object
cannot be planar mapped, then it cannot be mapped Sure, for some objects,
planar mapping the entire thing would be quite a task, but nevertheless it is
totally possible
Anyway, enough waffling about all that, as you are probably wanting to
know exactly what this simple method is!
Planar projection basically takes an image and projects it straight along
an axis, through the surface
292
Figure 14-2
Trang 4Applying an Image Using Planar Projection
We apply an image by selecting Planar from the Projection list in the ture Editor, and then deciding which axis to project the image along byclicking on it in the Texture Axis option
Tex-This is demonstrated in Figure 14-4 As you can see, we take an imageand simply slap it straight onto the object along the same axis that the front
of the object is facing
So basically all you do is consider the direction in which the surface isoriented, and then apply the image along that axis In this case, the surface
of the object is facing sideways, so we basically apply the planar image alongthe x-axis
Figure 14-3
Figure 14-4
Trang 5Likewise, if the surface faces upward or downward, we would apply it
along the y-axis, whereas if it were facing toward the front or back, we
would project along the z-axis
Planar Stretching/Dragging
Now if we look closely at the object with
the texture applied, we notice a slight
prob-lem Do you see how the texture stretches
through the length of the object, leaving
those rather unsightly lines? This is an
unfortunate problem that we always face
when using planar projections
Think of it like this Say we have a
block, and we have a nice little piece of
paper with a little design on it that is the
size of one of the block’s sides To apply
that paper design onto the block, we would
simply take the piece of paper and stick it
onto one side of the block
However, because the piece of paper is
flat and only the size of one side, we cannot
bend it around the edges of the block, so
instead it just stays stuck on the side that
we have glued it onto Similarly, a planar
projection cannot bend around edges; it
simply stays stuck on the face that you
have applied it to, along the parts of the
face that are oriented in the same direction
as the axis that you have projected it along Planar mapping obviously works
like a plane (hence the name), and as you probably know from modeling, you
cannot bend planes, because in reality that is impossible
So how does this explain the nasty
stretching shown in Figure 14-7? Well,
con-sider this If the design on this piece of
paper that you have stuck on your block
has been painted onto the paper, and the
paint is still wet, you could try to get the
design that is painted onto it onto the other
sides of the box by smearing the wet paint
along the edges of the paper along the
sur-rounding sides of the box This would look
Trang 6Think of the pixels at the edge of an image being like the wet edges ofthat piece of paper Now does that make sense? Obviously the best way toget the design onto each side of the box would be to stick a piece of paperwith the design on it onto each side of the block, not by smearing the paint.
In LightWave, you could dothis by using a combination of acouple of different planar projec-tions along different axes, sothat the image could be pro-jected onto each side correctly
The easiest way to do thiswould be to assign different sur-faces to the block according totheir orientation and then sim-ply project the images
projec-This, however, is not the only method Instead of assigning separatesurfaces, you could also apply a single surface to the entire box and simplyset up three different layers within the Texture Editor, each with its appro-priate planar projection You could then use falloff (covered in Chapter 13) toensure that none of that nasty planar stretching is visible
So now we understand how planar mapping works on objects likeblocks, but what about uneven surfaces? Well, you can use planar mapping
on some irregular surfaces, but surfaces that are very uneven cause lems, because that horrible stretching that happened in the block examplebecomes visible In Figure 14-10, I have projected the dirt texture along they-axis, and as you can see, this works fine with the fairly flat surface, butwhen applied to the very irregular surface, we get stretching
prob-Figure 14-8
Figure 14-9
Trang 7Although you could probably get away
with this sort of thing in a distance shot, it
will not suffice for objects that are close to
the camera
As you can see, the more the surface
slopes away along the projection axis, the
worse this problem becomes, as more
stretching appears
This makes planar mapping really
mostly ideal for flattish objects such as
walls, doors, floors, or any polygonal surface that is predominantly facing
toward one axis and does not have too much depth visible where stretching
would occur
Blending Planar Projections
As I mentioned at the beginning of this chapter, pretty much any object of
any type or structure can technically be planar mapped Sometimes,
how-ever, this requires you to use a number of different images projected along
different axes that you blend together using falloff in each texture layer that
needs a different projection axis, or by using gradients (especially with
weight maps) as alpha layers, or even alpha channels in the images
them-selves Sounds complex, but it is actually fairly logical and simple to
execute
Blending with Falloff
The most logical way of blending planar projections would be by using falloff
on each layer that needs to be blended, and then carefully positioning each
image into place so that it all works nicely
NOTE: For more detailed information on using the Falloff options
in the Texture Editor, please refer to Chapter 13.
Using the same irregular ground object from the previous example, all I
have to do is create two separate layers in the Texture Editor, each with the
296
Figure 14-10
Figure 14-11
Trang 8dirt image in it One of the layers is projected along the y-axis, as before,while the other is projected along the z-axis The image that is projectedalong the y-axis will not have to have any falloff settings applied to it,because in this instance, it will be on the bottom layer, while the other layerwill blend with it from above.
But let’s do this step by step so thateverything is very clear
So, starting right at the beginning, Icreate one layer in the Texture Editor Fig-ure 14-12 shows the surface once again,with the image applied along the y-axisonly
Take a look at where the stretchingoccurs, and remember that this stretching
is happening along the surfaces that slopedownward, along the same axis the image
is projected along, which is the y-axis Inorder to cover up these areas, we need toapply something along the z-axis, so thatthese areas will no longer be visible
Now let’s add a second layer to theTexture Editor above the bottom layer, thistime with the same image projected alongthe z-axis This step of the process lookslike Figure 14-13
Yes, I know this looks wrong, but don’tworry! Once blended correctly, this imagewill cover up the stretching
along the z-axis
So how do we get thesetwo layers to blend togethercorrectly? Well, all I need to
do is add some falloff to thetop layer (the one that isprojected along the z-axis)and reposition it slightly
So what I do is set upsome falloff to the layer asshown in Figure 14-14
The percent of falloffrefers to percent per meter
of falloff, which means that100% falloff creates a linearfalloff to 0% at 1 meter
Figure 14-12: Texture applied to y-axis
Figure 14-13: Texture applied to z-axis
Figure 14-14
Trang 9The falloff on the y-axis will prevent it from stretching along the bottom
of the object, while the falloff on the x-axis prevents the stretching from
appearing too much along the sides
I also shift the actual position of the image slightly upward (to make
absolutely sure that the image does not drag along the bottom of the object),
and remove all tiling options so that the
image does not repeat itself at all by
select-ing the Reset option in my tilselect-ing options
(see Chapter 13 for more information on
tiling images)
For the sake of this example, I have
hidden the bottom layer so that you can see
the way in which the falloff and
reposition-ing of this image has faded the image out
along the y-axis
As you can see, we have a nice fading
that will blend well with the bottom image
Notice that I did not fade it out completely
along the side and bottom, as this would
basically make the entire image disappear
When I switch the bottom layer back
on and render it, the stretching is covered
up by the top layer
Pretty nifty
Blending with Gradients
The next blending method we can try out is using gradients in conjunction
with weight maps This method is not always as effective as the falloff
method, depending on the model, but is nevertheless worth a mention
Although it requires a little more work, it is, in many ways, easier than the
falloff method, which can sometimes be a little confusing
For this method you simply create weight maps that will act as alphas to
place the images where you want them to be, and then create gradient
lay-ers over those image laylay-ers in the Texture Editor, with the appropriate
weight map set up as the alpha for that particular image Let’s examine this
process
Figure 14-17 shows the object and the three images that we wish to
apply to the object For the sake of simplicity I am using a very simple
object, a cube, but this principle could be applied to any type of shape Image
1 will be projected along the x-axis, Image 2 will be projected along the
z-axis, and Image 3 will be projected along the y-axis
First, I need to create a weight map for the object to determine where
the different images will be visible Now remember, once we create the
weight map and use it with the gradient, it will act as an alpha layer for the
298
Figure 14-15
Figure 14-16
Trang 10image that we wish to placeonto the model This meansthat we must create theweight map with a nice solidarea of one particular value
to determine the area wherethe image will be visible So,
I start off by creating a newweight map and calling it
“texture image 1,” andselecting the areas where Iwant the image to be visi-ble I then assign a singlevalue, 100%, to thisselection
This area, which has now been assigned a value of 100% in this weightmap, can now be used as an alpha layer with Image 1, and the image willonly show through this particular part of the weight map
I now create a second weight map called “texture image 2” that will act
as the alpha for the second image I do exactly the same thing as for the firstone, except that for Image 2 I set the weight map’s value to 100% on theareas that lie along the y-axis
Figure 14-17
Figure 14-18
Trang 11And once again, I create yet another weight map, “texture image 3,”
that has the 100% area located on the areas of the object that lie along the
z-axis
I now have three weight maps, each of which will act as an alpha layer
for its respective image when applied to the model I now switch to Layout
and begin to set up my surface
I first apply Image 1 to the color channel of the cube I set the projection
to Planar along the x-axis
300
Figure 14-19
Figure 14-20
Trang 12As you can see, the projection is ing as per normal planar manner However,since we only want the image to show up
work-on the parts of the cube that lie alwork-ong thex-axis, I now create a gradient layer abovethe image to act as an alpha for it I set thegradient’s Input Parameter to Weight Map,and select the “texture image 1” weightmap I then create a key in the gradient at100%, and set the color of that key towhite I also create keys at 0% and 99%, and set the colors of those keys toblack I set the gradient’s Blending Mode to Alpha
This will now allow theimage to only show throughthe areas of the weight mapthat are 100%, as we can seewhen the cube is renderedagain See Figure 14-23
I now repeat these stepsfor the other two images,creating for each of them agradient that acts as an alphalayer with its correspondingweight map
Once all of that is done,
I have a cube with all threeimages placed on their cor-rect sides as shown inFigure 14-24
So, as you can see, this is actually a very easy way of placing imagesand controlling them, even though it requires a bit of extra work
Figure 14-21
Figure 14-22
Figure 14-23 Figure 14-24
Trang 13Blending with Alpha Channels
While the weight map and gradient method provides a nice hands-on and
visual solution to creating alpha channels within Modeler for your textures,
you can, of course, also just create alpha channels within the images
them-selves Certain file formats, such as TGA, can support 32-bit image depth
that includes an alpha channel embedded in the image itself
To do this, all you really need to do is to
cre-ate a falloff along the edges of the image within
the alpha channel, as shown in Figure 14-25
As you can see, this alpha channel in the
image would show only the areas that are within
the white part of the alpha, so the edges of the
image would be invisible when applied to the
object
If we were to take three images and create
an alpha channel like this for each one, and could
stack them on top of each other in the
Tex-ture Editor on the surface of the cube from
the previous example, they would
automat-ically blend together without a problem
Figure 14-26 shows three different images,
each applied to a separate axis and blended
by using their own alpha channels
The only tricky thing about using this
method on an object like this is that the
images fade out along the edges of the
cube, showing the surface’s color beneath
it So just be sure to make the surface’s
color similar to the overall colors of the images
Cylindrical Projection
Using Cylindrical Projections
Well, you will be happy to know that cylindrical projections are really
straightforward You use them for mapping cylindrical objects — it really is
as simple as that Unlike planar projections that can be used for so many
dif-ferent occasions and in so many ways, cylindrical projections are there for
when you are texturing tubes, poles, spears, arms, legs, soda cans, and
any-thing else that is, well, cylindrical in shape
302
Figure 14-25
Figure 14-26
Trang 14Applying an Image with Cylindrical Projection
To use a cylindrical projection for a ture, select the Cylindrical option fromthe Projection list in the Texture Editor
tex-Once you have selected this type,you need to choose an appropriate projec-tion axis from the Texture Axis options
Just like with the planar projections welooked at in the previous section, the axisthat you choose for the texture to projectalong depends on the orientation of theobject to which you are applying the tex-ture Upright cylinders would have thetexture applied along the y-axis, whereascylinders that are lying on their sideswould have the texture projected alongthe x-axis or z-axis, depending onwhether they are facing from side to side
or front to back respectively
Think of it as taking a piece of paperand wrapping it around a tube, because that is essentially what cylindricalmapping does, as demonstrated in Figure 14-29
“Capping” Cylindrical Objects
As you see, the actual use of this projection type is extremely logical Theonly problem that we really face with it, even when using it correctly, is thepinching that happens at either end of the cylinder, on the cylinder “caps.”This really cannot be avoided if the ends of the cylinder have the same sur-face applied
Of course, we can use a variety of methods to cover it up, such as usingfalloff or any of the other methods discussed in the previous section, or wecould simply assign a separate surface to the end faces
Figure 14-27
Figure 14-28
Figure 14-29
Trang 15Figure 14-30 shows a method using
weight maps in combination with gradients
to control the visibility of the image on the
top This is using a single surface with the
gradient (together with the weight map)
being used as an alpha layer on top of the
image projected in a planar fashion along
the y-axis onto the top part
As you can see, it works quite nicely,
and it was really easy to set up All I did
was create a new weight map on the cylinder that had an initial value of 0%,
and then selected all the points along the top and bottom of the cylinder and
set them to 100%, as in Figure 14-31
I then use this weight map, together with a gradient, and set up the
gra-dient so that the image projected onto this section will only show in the
areas where the weight map has a value of 100% when the gradient layer is
placed above the image layer We obviously need to use this weight map to
avoid the planar stretching that we looked at in the previous section, which
would occur from the image on top being projected down the length of the
cylinder
Ensuring Seamless Mapping
It is important when working with cylindrical projections to bear in mind
that somewhere along the object the ends of the texture are going to meet
Because of this, you might want to ensure that the image can tile correctly if
you do not want any visible seam Tiling images is placing repeating
ver-sions of an image on a surface Ideally, in order to create a smooth look to
the surface, we would not want to be able to see where each copy of the
304
Figure 14-30
Figure 14-31
Trang 16image ends within the pattern, because this would look rather odd These
visible edges are called seams and are generally to be avoided at all costs.
Obviously you are not always working with images that have to have allthe seams hidden, as some surfaces, like a soda can, might actually have avisible seam on the label However, when working with other types of sur-faces, especially organic surfaces, you have to make sure that the imagesare going to meet without any noticeable seams
Figure 14-32 demonstrates what happens when an image’s two sides donot match, resulting in a seam, as well as a correctly made image that tilesthe right way
As you can see in the example on the left, the image used as a texturehas sides that do not match up, resulting in an image that will not be seam-less when applied to an object Notice in the little block below the imageitself that when the image is placed alongside itself, you can see the separa-tions at the edge
In the example on the right, no seams are visible when using thisimage, as this particular texture is tileable because the edges are matched
Using Adobe Photoshop’s Offset Filter to Hide Seams
The easiest way to make sure that an image can be tiled is by using the set filter in Adobe Photoshop If you create an image that you wish to tile on
Off-a surfOff-ace, Off-all you hOff-ave to do is offset it Off-along the top Off-and one of sides, Off-andthen simply cover up the visible overlapping areas using airbrushing or thecloning tool Let’s take a look at Figure 14-33, which shows the image used
in the previous example that had unmatched sides
Now, we go to the Offset filter in Photoshop (Filters>Other>Offset),and offset it from the top and the right, both by 100 pixels We get the resultshown in Figure 14-34
Figure 14-32
Trang 17As you can see, we now have a visible seam within the image itself All
we have to do now is hide it In this example, I just use the Rubber Stamp
(clone) tool See Figure 14-35
If we try tiling this image now, we will have no visible seams, as shown
in Figure 14-36
And if we were to wrap this around a cylinder, we would have no visible
seam either So that is a nice quick method of ensuring seamless textures!
NOTE: Refer back to Chapter 11 for more information on creating
and using seamless textures.
Using the Width Wrap Amount Option
The most astute of you may have noticed
that there is an option when using
cylindri-cal projections in the Texture Editor cylindri-called
Width Wrap Amount
306
Figure 14-33 Figure 14-34
Figure 14-35 Figure 14-36
Figure 14-37
Trang 18The value you enter into this field determines the number of times thetexture is wrapped around the object to which it is applied So if, for exam-ple, you wanted to wrap an image around a cylinder five times, you wouldenter a value of 5 in this field.
Figure 14-38 shows the result of wrapping a texture a total of eighttimes around the cylinder
Obviously, this is great for adding any repeating details without having
to actually make one big image that includes the repeating, especially sincesmaller images use less memory In a case like this, it is beneficial to usethe simplest, smallest image that you can get away with Of course this isalso a quicker method than creating a long image with the stripes repeatedeight times
Setting your width wrap correctly is important also for preventing anill-sized image from becoming hideously stretched if it wrapped 360° around
an object that the image is technically too small for Increasing this amountwould therefore reduce this stretching by repeating the image more timesalong those 360°, thereby making each repeat of the image cover less space,and therefore distort less
Cylindrical Projection Tutorial: Applying a Label to a Soda Can
This tutorial briefly demonstrates the process of applying a label to a can ofsoda
1 Open Modeler and load the 4.1.3-sodacan.lwo object from the companionCD-ROM Notice that the can has two separate surfaces applied to it:one surface for the label and one surface for the metal parts
Figure 14-38
Trang 192 Open the Surface Editor (Ctrl+F3), and
go to the label texture Click on the T
button next to the Color channel to
open up the Texture Editor
3 Go to the layer list and click where it
says “(none).” By default, all new
lay-ers created when the Texture Editor is
first opened are image layers, so you do
not have to specify that this is an image
layer Notice that the default projection
type is always Planar Click on the
Pro-jection drop-down button and select
Cylindrical Leave the Width Wrap
Amount option that appears at 1.0
4 Click on the Image drop-down button, and select Load Image Find the
4.1.3-sodalabel.jpg image on the companion CD-ROM and load it
As you can see, the image looks a little strange on the can, but we will
fix that in a moment
308
Figure 14-39
Figure 14-40
Figure 14-41
Trang 205 Go to where it says Texture Axis and
select Y by clicking on that button Thisnow projects the image down the length
of the object (its y-axis) in a cylindricalfashion
6 Now just click on the Automatic Sizing
button, and hey, presto! The image fitsperfectly onto the soda can as it should
That looks much better
Figure 14-42
Figure 14-43
Figure 14-44
Trang 21You now have a cool-looking soda can that you can do with as you wish.
Spherical Projection
Using Spherical Projections
As its name suggests, this mapping projection type is for objects that are
more or less spherically shaped, or even perfect spheres (of course!) So
when it comes to mapping planets, balls, and sometimes also certain kinds
of heads, this is the projection to use
The way it basically works is almost identical to the way that cylindrical
mapping works, except that it wraps from both poles (the top and bottom
points of the model), creating a single seam along the axis of the model
This means that the image you are using will meet up not only along the
seam but also at both poles
The one thing that sometimes makes this projection type a little tricky
to work with is the way in which textures applied shrink toward the poles
on the objects Naturally, you can always work around this to compensate
for it, but it can be a little annoying at times
Figure 14-46 demonstrates this shrinking that occurs toward the poles
of the object
You compensate for this effect by altering the image, stretching the top
and bottom parts of the texture to compensate for their shrinkage once
applied Of course this sort of alteration might not always be entirely
neces-sary, as you may find that when working with textures for things like
310
Figure 14-45
Figure 14-46
Trang 22planets, this shrinking may not actually be all that noticeable, as shown inFigure 14-47, which uses a totally unaltered rectangular map of the world as
a texture
Applying an Image with Spherical Projection
To wrap an image spherically around anobject, simply select the Spherical optionfrom the Projection list in the TextureEditor
You then select an appropriate axisalong which you wish to project theimage Most spherical mapping situationsuse the y-axis
You’ll notice that we also have options called Width Wrap Amount andHeight Wrap Amount when using spherical projections Like the WidthWrap Amount for cylindrical projections, here this value simply determinesthe number of times that the image is repeated as it is wrapped around thewidth of the model The Height Wrap Amount value determines the number
of times that the image is repeated along the length of the object (asopposed to its breadth) These values basically work as tiling options for thistype of projection
If we change each of these values to 4.0 using our world image, the way
in which these values work is clearly illustrated In Figure 14-50 you cansee that the image is repeated four times around the width and four timesalong the height of the sphere For most situations, you’ll find that the value
of 1.0 is most appropriate
Figure 14-47
Figure 14-48
Figure 14-49
Trang 23Ensuring Seamless Mapping
As with the cylindrical projections that we
looked at in the previous section, spherical
projections also have the risk of visible
seams on the axis along which we have
projected the image
This means that generally we should
always try to ensure that the edges of the
image will meet seamlessly
Refer back to the previous section on
cylindrical mapping and review the
tech-nique using Adobe Photoshop’s Offset filter for correcting this
However, when dealing with spherical mapping, not only do we have to
watch for seams along one side of the object, we also have to be aware of
how the image looks when it meets up at the poles
Using Adobe Photoshop’s Polar Coordinates Filter to
Check Seams
A quick and easy way of checking to see how the image will look when
applied spherically is to use Photoshop’s Polar Coordinates filter
This filter is found under the Distort filters in Photoshop Use it only to
check your image, as leaving the filter applied to the image will mess up the
image, making it no longer useful for our purposes
Basically what you do is open the
fil-ter’s panel and ensure that the Rectangular
to Polar option is selected The little
pre-view window will show you a decent
representation of how the image will more
or less behave when wrapped spherically
around your model in LightWave
You can use this to ensure that the
image is seamless at the poles In Figure
14-52, we can see that the Earth image has
312
Figure 14-50
Figure 14-51
Figure 14-52
Trang 24no problems as the two poles (the two polar regions) meet up with no ble seams.
visi-On the other hand, if we take a look at an image that has visible seams
in it, these seams will show up when looking at the preview pane in the ter’s panel
fil-As you can see, the seam is clearly visible Using this as a guide tocheck our progress, we can then use the Offset filter technique and lots ofClone Stamping and Healing Brush work to eliminate the seam
Spherical Mapping Tutorial: Applying a Texture to a Planet
What better way to demonstrate the use of spherical mapping than to do atutorial on planet texturing?
1 Load the 4.1.4-planet_tutorial.lws scene from the companion CD-ROM.You should see a scene that has a planet object consisting of two layers:planet surface and planet atmosphere See Figure 14-54 on the followingpage
2 Open the Surface Editor (Ctrl+F3), and go to planet surface Click onthe little T button to open its Texture Editor, and set up the default tex-ture layer as follows: Load the 4.1.4-planet_color.jpg image from theCD-ROM and select Spherical as its projection type Select Y as the axis,and set its Scale settings to 1.9 m for each axis Leave the Width WrapAmount and Height Map Amount at 1.0 each Your Texture Editor win-dow should look like Figure 14-55
Figure 14-53
Trang 253 We want to add a little luminosity to the planet just to give its lit side a
little more definition Go back to the Surface Editor and open the planet
surface’s Luminosity Texture Editor Set up the default layer that is
cre-ated as a gradient using Light Incidence as its Input Parameter Select
the light in the scene as the light that will affect the gradient
4 Now let’s create some keys in the gradient so that we get the right look
on the planet surface Select the key that is automatically created at the
top of the gradient, and change its Value to 0% This ensures that areas
that are facing away from the light will not appear luminous Create a key
at the very bottom of the gradient (make sure that the key is directly on
314
Figure 14-54
Figure 14-55