Specular Shading uses the specu-lar shading values as an input, so that the areas with higher values of specularity bloom, while Diffuse Shading uses the Diffuse channel’s shading.. Thes
Trang 1Chapter 18 · · · ·
Part 6
Corona
The Corona filter produces the same
type of effect as the Bloom filter,
except that it gives you more control
over the look of the effect by offering
more options
The Input Channel drop-down
list allows you to specify a particular
internal render buffer that the effect
will be applied to, while the Input
Threshold value determines the
threshold level of that input after
which to apply the effect
This is the biggest difference
between the Corona filter and the
Bloom filter, since Bloom is applied to pixels in all the buffers This basically
allows you to apply the effect to only one particular aspect of the surface,
such as its specularity or its reflectivity
Clicking on Input Channel gives
you a rather long list of internal
buff-ers from which to choose
Color uses the actual raw hue of
the pixels to determine which areas
are affected by the effect, so that the
brighter colors will bloom Alpha uses
the brightness values of the render’s
alpha
Specular Shading uses the
specu-lar shading values as an input, so that
the areas with higher values of
specularity bloom, while Diffuse
Shading uses the Diffuse channel’s
shading
These two shading options are different from the Specularity and
Dif-fuse input types in that the shading values vary across the surface, from 0%
to 100%, while the Specularity and Diffuse options take their input values
directly from the values assigned in the Surface Editor and are therefore
uniform across the surface
Essentially, this means that when using Specular Shading or Diffuse
Shading (which are influenced by the lighting in scene), the bloom effect will
appear where there are brighter spots of specular or diffuse shading on any
particular area of a surface, while using Specularity or Diffuse will apply the
effect to any surface that has a specularity or diffuse value in the Surface
Figure 18-9
Figure 18-10
Trang 2· · · Image Filters in LightWaveEffects Processing
Geometry uses the normal angles of the object’s surface to trigger theeffect This is an incidence-based (Fresnel) effect, where an Input Thresholdvalue of 100% places the blooming on areas that face the camera directly.Inverse Geometry is the opposite, whereby the normals that are perpendic-ular to the camera (in other words the edges) trigger the blooming effectwhen using an Input Threshold value of 100%
The following image shows the Geometry option on the left and theInverse Geometry option on the right
Special Buffer uses the Special Buffers feature in the Surface Editor asthe input for the effect This is useful for applying the effect to specific sur-faces only For more information on using the Special Buffers feature, refer
to Chapter 5
Mirror and Reflectivity use reflection information from the surface asthe input Although similar to the Specular Shading versus the Specularityinput options we looked at a moment ago, the Mirror and Reflectivityoptions differ in that Mirror uses the flat reflection value assigned to thesurface in the Surface Editor, while Reflectivity uses the reflection shadinginformation
The Shadow option uses shadows on the surface to trigger the effect,while Shading uses the actual light on the surface as the input So the InputThreshold value determines how brightly lit an area of the surface must bebefore it blooms
Depth applies the effect ing to the z-depth buffer, using thevalues of 0% to 100% to representthe transition from black to white inthe buffer Velocity uses movement ofthe object as a trigger
accord-Luminance and Transparency usethe appropriate values set in the Sur-face Editor as the input for the effect
You can mask the blooming effectusing one of these buffers as well, byselecting it from the Threshold Maskdrop-down list
393
Figure 18-11
Figure 18-12
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Part 6
This buffer now acts like an alpha channel for the effect The mask can
also be inverted
The Effect drop-down list gives
you three different blending modes
for the effect
The Additive mode creates an
effect that looks extremely hot
(white), where blooming pixels are
closely grouped This is useful for effects like heated metal This mode
cre-ates an effect that is very strong in the middle and much less so on the
edges
Normal (the default) is similar to, although not quite as strong as, the
Additive mode, since the effect at the center and the edges tends to grow
more evenly, as opposed to being concentrated in the middle only
Maximum takes the maximum of contributive pixels, creating a strong
bloom effect where the blobs of light on the surface actually tend to merge
where they meet one another (most noticeable when the Size value is set
fairly high)
Figure 18-14 shows each of the different modes, with all other settings
the same for each From left to right we have Normal, Additive, and
Maximum
The Falloff drop-down list allows you to select an option for how the
bloom effect falls off (at its edges) Refer to the little preview window to see
how the different Falloff options work You can achieve some really bizarre
effects by playing around with this setting
The Linear falloff type simply has a
straight falloff in the bloom effect, from solid
white in the middle to fading away
com-pletely at the edges
Smooth produces a slightly tighter effect,
with the falloff occurring sooner from the
middle, while Center Bias creates an even
tighter falloff from the middle Figure 18-16
shows the Smooth falloff on the left and the
Center Bias falloff on the right As you can
Trang 4· · · Image Filters in LightWaveEffects Processing
Solid Box causes the blooms to appear square and Ring forms halos oflight instead of blooming spots In Figure 18-17 the Solid Box falloff isshown on the left and the Ring falloff on the right
Just as we have in the Bloom filter, the Strength value is the strength ofthe Corona pixel compared to the source pixel and the Size value is theradius in pixels of the brush at a 640 x 480 resolution If the resolution is dif-ferent, the brush is adjusted so that the effect always looks the same.Use the Edit Texture option to add color and modulation to the effectusing a texture, which can be a procedural texture, an image, or a gradient.Clicking on this button opens a Texture Editor just like we find in the Sur-face Editor, where you can create layers of textures
395
Figure 18-16:
Smooth and Center Bias falloff
Figure 18-17:
Solid Box and Ring falloff
Figure 18-18
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Part 6
When using gradients with the Corona filter, you’ll find some unusual
input parameters that are only found when using them with this particular
filter
The Previous Layer, Depth,
Dis-tance to Center, and LW_Corona Input
Channel options allow you to alter the
way in which the Corona effect is
applied to the surface
When the Texture Only option is
active (checked) and there is also a
tex-ture color, the effect uses the value of
the texture only
The Corona filter will be added to
your alpha channel when the
Contrib-ute to Alpha option is selected Use the
Save Effect to File option to save just
the corona effect to a separate image
file (or image sequence) when
render-ing, and select an appropriate file
format in which LightWave should save the images
And that’s it for the Corona filter
Since it offers so many more controlsthan the Bloom filter, you will probablyfind that it can take a little longer to set
up, but the results often have a greatereffect than using Bloom Use Bloomwhen you need a quick and easy overall effect, and Corona when you need
to limit the effect to certain aspects of the surface
Soften Reflections
This filter creates soft-looking reflections by simply blurring them
some-what It is a faster rendering option than using the Reflection Blurring
option in the Surface Editor,
which greatly impacts
render-ing times
Take a look at Figure
18-21 The logo in the
back-ground has Soften Reflections
applied to it (using the filter in
conjunction with Special
Buffers, discussed in a
moment), while the logo in the
foreground does not have the
Figure 18-19
Figure 18-20
Trang 6· · · Image Filters in LightWaveEffects Processing
filter applied to it Notice how the reflections in the front logo are sharp,while the reflections in the back logo are softened by the filter
The filter is simple to control,since it only has a few adjustableoptions
The Softness value controls thestrength of the effect, while theBlending mode determines how theeffect is applied to the surface
The Replace mode (the default) replaces the original rendered tions with the blurred pass, while Average calculates an average percentagebetween the original render and the blurred pass to create a more subtleeffect Maximum takes the maximum of the replace result and the originalvalue to create a slightly lighter effect to avoid any dark halo around thereflection
reflec-Alpha uses the alpha channel of the surface to blend the effect, whileLumaBlend blends according to the intensity of the actual reflection
You can use the Scale By Surface Buffer option to use the effect of thefilter together with surfaces using the Special Buffers feature in the SurfaceEditor This limits the effect so that it only affects surfaces using SpecialBuffers For more information on using this feature, refer to Chapter 5
397
Figure 18-22
Trang 7render-Sasquatch is a very vast and powerful plug-in, and to really discuss it indepth would require an entire book, but we’ll take a cursory look at its useshere.
Figure 19-1
Trang 8· · · Creating Hair and Fur with Worley Labs’ SasquatchEffects Processing
NOTE: LightWave ships with a limited version of this plug-in, called Saslite For the purposes of this chapter, we will be looking at the full version of the plug-in, as it contains all of the Saslite options as well as
a host of other controls for creating great-looking hair.
Adding the Plug-in to Your Scene
Once you have installed the plug-in,Sasquatch works in Layout as a displace-ment on your model, and as a pixel filter forthe rendering stage To assign it to a partic-ular layer in your scene, you simply openthe Object Properties window (press p) andassign it to the Add Displacement list underyour Deform tab
To open the plug-in’s control panel,double-click on the Sasquatch name in thelist The initial panel that opens can be quitedaunting at first!
Be warned that this is just one of ninesuch panels Sasquatch, like G2, comes with
a superbly written manual, so there is noneed for me to go into every one of theseoptions here
Sasquatch Features at a Glance
Let’s look at the shading options of the hair
The Shading panel in Sasquatch contains a number of settings thatyou’ll find familiar, since they are very similar to the surface attributes that
we deal with in the Surface Editor
399
Figure 19-2
Figure 19-3
Trang 9Chapter 19 · · · ·
Part 6
The Diffuse, Specular, and Glossiness settings work much the same as
their standard surfacing counterparts in the Surface Editor Use the Diffuse
setting to brighten or darken the hair, and use the Specular and Glossiness
values to determine how shiny it is Taking the latter two values up very
high will give the hair a wet look The Specular Tinting option works like
the Color Highlights option we have in the Surface Editor — it tints the
specular highlights with the color of the surface
The remaining controls on the Shading panel give us options for
con-trolling how light affects the hair
You can place hair on the model using a number of different options You
can apply hair to the entire model, you can apply it to a certain surface, you
can attach it to guide chains (splines) that you model, or you can use weight
maps or alpha images to determine where it appears as well as how it looks,
in terms of density, coarseness, etc Using weight maps is probably the most
interactive way of controlling short- to medium-length hair, and is my
favor-ite way of using Sasquatch
Simply create a weight map in Modeler for whichever attribute you
want to control, such as Density, Coarseness, Length, etc., and use high
weight values to specify higher values of that attribute or lower weight
val-ues for lower valval-ues of the attribute
Density also acts as a method of actually determining where the hair
will appear For example, if you were
creating a weight map for Density,
you would make the areas where you
want a lot of hair a very bright
orange in the weight map, and where
you didn’t want any hair at all you
could leave those areas green, or
even make them blue
Once you use a weight map
within Sasquatch, you can determine
how those values are then taken into
Figure 19-4
Trang 10· · · Creating Hair and Fur with Worley Labs’ SasquatchEffects Processing
To give the hair color, the Color panel offers a number of controls for us
to play with
You can set basic color options here, as well as determine how the colorchanges along each strand of hair and how the color is randomized throughthe hair, so that it is not simply a single, unchanging color (which looks veryunnatural)
You can also apply mapping to your hair in the Mapping panel
This allows you to use either an image or a vertex color map to colorthe hair Very handy indeed! Sasquatch comes with a number of demo filesthat demonstrate each of these options
Apart from shading options and mapping options, Sasquatch offers avast array of styling tools and dynamics tools as well While the plug-in cantake some time to fully master, it is easy to get started, and since it providessuch a great hair solution for LightWave, I highly recommend it to anyonewho is serious about character work, since hair is such an important part ofthat facet of 3D
Visit Worley Labs’ site at www.worley.com for more information aboutSasquatch, as well as demo files, a gallery, and tutorials
401
Figure 19-6
Figure 19-7
Trang 12Part 7
Quick Tutorials
Trang 13This section of the book runs through some brief tutorials designed for
beginning to intermediate users who need a few pointers for creating basictextures and shading All the models and scene files for the tutorials are onthe companion CD-ROM
At the end of each chapter I have summarized some basic tips for thoseparticular types of surfaces for quick reference
For all the texture painting in this book, I used Adobe Photoshop CS Ichose to use Photoshop since it is the most widely used painting package,
although if you are using another package, I am sure that you will find that
all the Photoshop tools have an equivalent option in your chosen package,
since I don’t really use any of the fancy tools unique to Photoshop in these
tutorials
Always build all your different texture layers in a single PSD file, and
arrange your layers logically, preferably using layer sets This is because it
makes the process of copying details between the different textures for ferent surface attributes much simpler
dif-Chapter 11 has a small section on good file habits that I think is worth
reviewing before moving on to the tutorials
· · · ·
Trang 14Chapter 20
Metal Surfaces
Metal surfaces can be one of the trickier types of surfaces to get right This
is because people often neglect to set up adequate environments for theirmetals Most of the realism for metal lies in the reflections, so it is essential
to give your metals something to reflect; placing them in a featureless blackvoid and then pumping up their reflection is not going to do anything at all
Of course there are many kinds of metals that we encounter and mayhave to create at some point, and each requires a different approach and dif-ferent detailing
Generally, in LightWave, you should set up your metal with relativelylow Diffuse, a medium to high Specularity, a low Glossiness (unless it has acoating, like car paint), and a medium to high Reflection Depending on thetype of metal, reflections often look more realistic when blurred, especially
if the metal is slightly older and worn
The first two tutorials in this chapter are very basic ones, involvingmostly shading (as opposed to actual texture creation) I have designedthem to demonstrate to you how to work with your environments, and toset up the basic shading parameters for a few different types of metal Thethird tutorial is not a step-by-step tutorial, but rather a rough guide to paint-ing rusty metal textures
Metal Tutorial 1: Car Paint and Chrome Shading
Cars are very popular things to create in CG — I am sure you have seenloads of 3D cars before, and possibly even made a few yourself So let’s take
a look at setting up basic car paint For this tutorial we’ll be working with alovely Mini model created by a talented fellow South African artist, BrendonGoosen Thanks for the model, Brendon!
1 Open up Layout Load the 7.1-Mini.lws scene from the companionCD-ROM
405
Trang 15The scene already has an
environ-ment added to it in the form of an HDR
image loaded into Image World This
ensures that the metal and glass of the
vehicle will have something to reflect
Let’s start with the car paint
There are two different colors of paint
currently applied to the car — a green
and a light cream color I chose these
two colors because they are classic
col-ors for these cars, but by all means go
ahead and change the color if you so
wish
2 Open the Surface Editor and select
the “car paint green” surface Set up
the surface values as follows:
RGB: 13, 36, 6 (this should be applied already)
Diffuse: 80% (This lower value prevents the surface from becoming
oversaturated when we apply reflections to it.)
Specularity: 100%
Glossiness: 80%
Reflection: Leave at 0% for now, as we will use a gradient for this later
3 Leave all the other values as they are, as shown in Figure 20-3
Chapter 20 · · · ·
Part 7Figure 20-1
Figure 20-2
Trang 164 Go to the Advanced tab and give the Color
Highlights a value of 70% This is to preventthe surface from becoming overly brightwhen we add reflection to it, since it tints thespecularity as well as the reflections on thesurface
5 Go back to the Basic tab now, and click on
the “T” button for Reflection to open up itsTexture Editor Change the default layer to agradient layer by clicking on the Layer Typepull-down list and selecting Gradient
6 Change the Input Parameter of the gradient
to Incidence Angle This gradient will allow
us to control the amount of reflectivity based
on the angle at which we view the paintedcar surface Varying the reflectivity helps tocreate a sense of realism, since having a con-stant value of reflectivity across the entiresurface is overwhelming and tends to look really CG
7 Select the top key on the gradient ramp that is automatically createdwhen you create a gradient layer Change its Value to 45%
8 Now create a new key at the bottom of the gradient at 90.0 (you cantweak this with the Parameter value to be sure) Change the Value ofthis key to 5.0%
This gradient nowmakes the surface 5%
reflective in areas that aredirectly facing the viewer(in other words, the areasthat are directly perpendic-ular to our line of vision),and gradually increases to
a value of 45% reflectivity
on areas of the surface thatslope out of our line ofvision, this being 90º
We are now finishedwith setting up the basicparameters of the greenpaint However, the paintstill doesn’t look quiteright yet
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· · · Metal SurfacesQuick Tutorials
Figure 20-3
Figure 20-4
Trang 179 Go to the Shaders tab and load the BRDF
shader
10 Double-click on the shader’s name to open
its panel Set up the Layer 1 tab with the
This creates a fairly strong yet broad
specu-lar highlight on the surface This sort of
highlight is suitable for a dull metal
Now we need to create
another specular layer on top of
this one to create the effect of a
coating on the surface that has
dif-ferent specular properties
11 Go to the Layer 2 tab Set up the
values on this tab as follows:
Specular Reflection 2: Regular
Color: 255, 255, 255
Specular: 150%
Glossiness: 80%
This creates a two-layer effect in
the specularity of the surface The
first layer we created was suitable
for metal, while the second layer
acts like a lacquer that has been
applied to the metal, giving it a
nice shine and coating
The preview pane in your
Surface Editor should now be
showing a rather reflective,
shiny-coated-looking material
Now it is time to create the
cream colored paint Since we
have already set up a good-looking paint for
the green, all we need to do is copy those
settings into this surface and change the
Trang 1812 Select the green car paint surface,
right-click on it, and select Copy Selectthe cream car paint surface, right-click,and select Paste Then change the creampaint surface RGB values to 240, 238, 198
13 Check the Double Sided option for the
cream paint; otherwise we’ll be able to seethrough the roof of the car!
Now let’s set up the chrome surface
Chrome is highly reflective, and for the poses of this tutorial, we’ll be making it lookbrand spanking new The chrome surface isapplied to the bumper, the front grill, themirrors, and all the metal trim on the vehi-cle’s body
pur-14 Select the chrome surface in the Surface
Editor list and set up the basic parameters
Specularity: 80% (Specularity is generallyunnecessary when using a lot of reflection,but I usually assign a value out of habit, andfrankly it can’t hurt to have a bit of
specularity anyway.)Glossiness: 60%
Reflection: Leave at 0% for now, as we willalso be creating a gradient here again
Leave all the other values as they are
15 Go to the Advanced tab and give the Color
Highlights a value of 30% Once again, this
is to prevent the surface from becomingoverly bright when we add reflection to it
16 Go back to the Basic panel, and open the
Texture Editor for the Reflection attribute
by clicking the “T” button Change thedefault layer created to a gradient layer bychanging the Layer Type from Image to Gradient Once again, this will
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· · · Metal SurfacesQuick Tutorials
Figure 20-9
Figure 20-10
Trang 19be an incidence-based gradient, so select Incidence Angle as the Input
Parameter for the gradient
17 Select the top key that
has been created on the
gradient ramp, and
change its Value to 60%
Create a key at the
bot-tom of the gradient ramp
now, at 90.0, and change
that key’s Value to 20%
18 Now render! As you can
see, I had already set up
the surfaces for the other
parts of the car Feel free
to experiment with the
model, set up your own
surface ideas, and make
something really cool out
of it
Of course this car looks very, very new with perfect chrome reflections
and such, so it doesn’t have much realism at all, but this was just a simple
tutorial to demonstrate shading with reflections to get metallic surfaces
started
Later on in this chapter we’ll be looking at rusty metal, so I would
rec-ommend that you have some fun with this car and rust it up a whole lot once
you’re more comfortable with the techniques
Chapter 20 · · · ·
Part 7
Figure 20-11
Figure 20-12
Trang 20Metal Tutorial 2: Desert Eagle Pistol
Now that you are comfortable with basic metal shading, let’s move ontosomething a little more involved — creating metal textures and applyingthem to your model
The model we will be using is a Desert Eagle pistol, also modeled byBrendon Goosen Unlike the previous tutorial, where we made a nice, new-looking surface, we’ll be scratching this surface up and learning how tomake mottled, noisy reflections and specularity for steel
1 Open Modeler and load the 7.1-desert_eagle.lwo model from the panion CD-ROM
com-2 Go to your Top view viewport where you can see the pistol from above.Zoom in so that the pistol fills the viewport rather snuggly, and then take
a screen shot of it by pressing Prt Sc (on a PC) Close Modeler
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· · · Metal SurfacesQuick Tutorials
Figure 20-13
Trang 213 Now go into your favorite paint application Create a new file, which
should automatically be the size of your screen (your current screen
res-olution in pixels) When the new document has been created, simply
paste the image from your computer’s clipboard into the document
4 Now crop this image so the pistol fills the image on all sides Basically,
find the topmost and lowest points of the model, and the farthest right
and farthest left parts, and crop the image to that, so that there is no
sur-rounding space around the pistol This is so that when we finish creating
the textures, we can use the Automatic Sizing option to perfectly fit the
Chapter 20 · · · ·
Part 7Figure 20-14
Figure 20-15
Trang 225 Before you do anything else, resize this image up so that we have moreroom to work Size the image up to a minimum of 2000 pixels wide Ifyou cropped your image to the pistol size correctly, you should have asize that is close to 2000 x 1050 pixels.
6 If your paint program has the option, lock the layer with the screen shot.This is to avoid accidentally painting onto it In Adobe Photoshop youlock a layer by clicking on the tiny little lock icon in the Layers panelwhere it says “Lock.”
7 Create a new layer on top of the layer with the screen shot Paint theentire area of the pistol with the RGB color 37, 42, 45 This is a darkgray-blue color
What really helps me position details when I am painting textures is tocreate a copy of the screen shot (or UV map shot) and place it above what I
am doing so that I can see all the contours of the model, as shown in Figure20-18
413
· · · Metal SurfacesQuick Tutorials
Figure 20-16
Figure 20-17
Trang 23I copy the layer with the screen shot and increase its contrast until it is
pure black and white
I then change the blending mode of this layer to Screen This makes all
the black areas of the layer transparent I keep this layer on top of all the
other layers in my Photoshop file, on a low opacity, so that I can always see
what shapes I am painting onto
8 Now comes the detailing part Take your paintbrush, set it to black, and
on a medium to low opacity with a soft edge, paint darker areas on the
Chapter 20 · · · ·
Part 7Figure 20-18
Figure 20-19
Trang 24gun surface, especially following the contours of the different pieces thatmake up the gun Don’t overdo it though; just build up the darker tonescarefully and subtly Then use a white paintbrush, also on a low opacitywith a soft edge, and gently build up a few lighter areas here and there.Figure 20-20 shows the areas that I darkened and lightened — pleasenote that I have brightened the image solely to make it clearer to you what Ihave done, and that my texture is not mysteriously a whole lot lighter thanyours.
This is simply to create some color variation If you look at the contours
of the model, you’ll see that I darkened areas at the edges of pieces and thearea around the plastic grip, as these are areas that often tend to becomeworn or gather grime Steel tends to become blackish in areas from the oilfrom people’s fingers over a long period of time So these darker areas cre-ate that effect The lighter areas simply offset the darker areas here andthere, solely for the purpose of variation
The important thing is to do this carefully Don’t go and simply paint bigsplotches of dark and light tones Build up your tonal variations subtly andcautiously
9 Create a new layer Fill this layer with
the same color that you initially paintedthe gun Now create some noise InAdobe Photoshop you can do this bygoing to Filter>Noise>Add Noise Setthe Amount to 100%, leave the Distribu-tion on Gaussian, and make sure thatthe noise is Monochromatic
415
· · · Metal SurfacesQuick Tutorials
Figure 20-20
Figure 20-21
Trang 2510 Now add Motion Blur to the noise Go to
Filter>Blur>Motion Blur, set the Distance
to 250 pixels, and leave the Angle at 0
Your layer should now look like Figure
20-23 I have cropped my layer to the shape
of the pistol, although it isn’t strictly
neces-sary I have also increased the contrast in this
image so that the detail is clearer for you to
see
11 Change the Blending Mode of this layer to Darken Doing this now
blends the brushed layer with the layer beneath it, so that it just adds a
hint of detail to the color map so far
12 Time for some scratches Create a new layer and set the color of your
paintbrush to a light gray, around 140, 140, 140 Make your paintbrush
size 1 pixel Now paint some scratches around the barrel, the tip of the
muzzle, and around the trigger These are areas that are likely to become
scratched since they come into contact the most with other things such
as the owner’s hand and the holster You can paint the scratches fairly
roughly, in a criss-crossing pattern
Figure 20-24 shows a close-up of the scratches I created around the