Versions: 6-8 Editor Windows>Scene Editor 1025 Jonny Gorden | Editor Windows>Scene Editor | Beginner Scene Editor Use Scene Editor for faster item selection in large scenes.. Versions: 6
Trang 1geometry in or around a gash or opening in the Balrog, for example, and makethat a particle emitter.
it passes?
It’s simple: Create an emitter Change the nozzle size to something large tocover the region we want to animate our ship through Determine how manyparticles are needed to fill the region we need and input that number into theBirth Rate field Now set Generate by to Frame This will make sure that the fullnumber of particles that are needed will be created instantly Also set the particlelimit to the same number entered in the Birth Rate field Now all we have to do
is load in our ship and make it a collision object or parent a collision object to it.This will act as the shields around the ship and push the particles away as theship travels through the “nebula.” In addition we can add wind generators and soforth behind and parented to the ship to swirl the particles
Versions: 6-8
1022 William “Proton” Vaughan | Simulation Examples | All Levels
Crowd Creation in a Snap
Using a particle emitter and FX_Linker you can create a crowd in no time.FX_Linker lets you turn each particle into an object If you change the collisionsize on the particle, the object will collide with itself This is great for creating aflock of birds, crowd of people, or school of fish
Versions: 6-8
Animating | 427Simulation Examples
Trang 21024 Larry Shultz | Simulation Examples | Intermediate to Advanced
You can get the basic particle stream to bend and twist with a couple of windgenerators Then as the smoke stream passes through this, it hits another windgenerator that scatters the particles somewhat
Let’s say that your animation is 300 frames and your smoke begins to scatter
at frame 150 You can use a gradient to affect the size of the HVs based on theage of the particles You then use the gradient to keep the size of the HVs smallwhen the particles are tightly packed in the stream but then grow as the particlesbegin to scatter This fills a larger volume You can copy and paste the gradient
to also affect the density As the particles scatter into a larger volume and theHVs also expand you want to drop their density The problem that you have now
is that you have smoke filling a larger area In reality, the smoke would be what turbulent in that volume with fingers of smoke that are more dense andareas with less smoke where it’s less dense You can break up the larger smokevolume using procedurals
some-You can also use the same gradient you used to affect the size and density toaffect the amplitude of your procedural so that it only begins to appear at theprecise moment the particles begin to scatter and the HVs begin to grow in size
Versions: 6-8
Editor Windows>Scene Editor
1025 Jonny Gorden | Editor Windows>Scene Editor | Beginner
Scene Editor
Use Scene Editor for faster item selection in large scenes
Versions: 6-8
1026 William “Proton” Vaughan, Jonny Gorden | Editor Windows>Scene Editor | Beginner
Parenting Inside Scene Editor
You can easily parent an object to another item in the Scene Editor by clicking on the object’s name in the list and dragging it to the right side of theitem you would like to parent it to
left-You can actually make any number of things children of the same parent thisway by selecting them all, using either Shift+click or Ctrl+click, and then drag-ging them
Versions: All
Editor Windows>Scene Editor
Trang 31027 Jonny Gorden | Editor Windows>Scene Editor | Beginner
in the Schematic view If Drag Descendants is activated in the Schematic Viewtab of the Display Options, moving a node in the Schematic view will drag both
it and all of its children around the Schematic view It’s easier to use the SceneEditor to sort out a hierarchy than it is to click on a node in the Schematic viewand guess
Version: 8
1030 Rob Powers | Editor Windows>Scene Editor | Intermediate
Scene Editor/Dope Sheet
Use the Selection Sets feature in the new Scene Editor/Dope Sheet to createcustom selection sets containing objects, bones, nulls, lights, or cameras found
in your complex rigs Selecting your custom sets will allow you to manipulatekeys across multiple item types in the Dope Sheet all at once
Version: 8
Animating | 429Editor Windows>Scene Editor
Trang 4Editor Windows>Graph Editor
1031 William “Proton” Vaughan | Editor Windows>Graph Editor | Intermediate
Speeding Up Refreshing
If you are working with a lot of curves and keys in the Graph Editor, you canturn off the Antialias Curves and Show Tangents options, which should speed updisplay refreshing
1033 Jonny Gorden | Editor Windows>Graph Editor | Beginner
Track Item Selections
In Graph Editor Options, set Track Item Selections to On so you don’t have
to find the item you want to work on in the Channels Bin
Versions: 6-8
Editor Windows>Graph Editor
The new Scene Editor/Dope Sheet allows you to create custom selection sets.
Trang 5ÜNote: Graph Editor Options may be in the More pull-down if the Graph Editor window is small.
1034 Todd Grimes | Editor Windows>Graph Editor | Intermediate
Fit Values
In the Graph Editor, click on the Options button In the General tab, click onFit Values When Selected This will automatically place each curve you select inthe middle of the graph so you don’t have to move around to find it
Versions: 6-8
1035 Jonny Gorden | Editor Windows>Graph Editor | Beginner
Always Show Modified
In Graph Editor Options, set Always Show Modified to On so you can seethe results of motion modifiers and expressions
Versions: 6-8
ÜNote: Graph Editor Options may be in the More pull-down if the Graph Editor window is small
1036 Todd Grimes | Editor Windows>Graph Editor | Intermediate
You can bake motion data in the Graph Editor by selecting or multiselectingthe channels you wish to bake and then hitting the “b” (bake) key This worksfine on bones driven with expressions Again baking motion data is easier whenchannel sets are used
You can also use Motion Baker, which is built into LW to bake IK ontobones or the free one from DStorm If you search on the Internet, you might findothers
Versions: 6-8
Animating | 431Editor Windows>Graph Editor
Trang 61038 William “Proton” Vaughan | Editor Windows>Graph Editor | Intermediate
Footprints
Footprints are overlooked by many, but once you use them they won’t be soeasily overlooked If you want to clean up your keyframes, here are the easysteps to do so
1 In the Graph Editor choose a channel (or channels) with a lot of keyframes
2 Select Leave Foot Print from the Foot Prints drop-down menu
3 With the right mouse button, box-select all the keyframes for the selectedchannel and delete them
Note that although the keyframes are now gone, there is a faded line (that’sthe footprint) with the keyframes of the channel you just deleted
4 Select the Keyframe tool in the Graph Editor Hold down the Shift key andleft-click in the Graph Editor everywhere you want a keyframe
Versions: All
ÜNote: If you press Ctrl+B or choose Match Footprint Time Slice from the Keys menu, the keyframe willsnap to the footprint This is an easy way to clean up motion capture data or animations that have
keyframes of every frame and appear jerky or rough
1039 Timothy “Amadhi” Albee | Editor Windows>Graph Editor | Intermediate
TCB Splines
TCB (Tension, Continuity, and Bias) splines may seem a bit arcane to folksnot used to them, but they are actually easier to work with (and get good anima-tion from) than the more common bezier splines If you need to have motion
“ease out” of one pose and then “ease into” another, set the Tension for the endkeyframe to 1 (the highest level LW’s Graph Editor will allow) Then, create akeyframe roughly halfway between the two and assign –1 as the Tension for thatnew, intermediate keyframe (The motion will blend more smoothly with thepositions at the end keyframes than before!)
Versions: All
1040 Larry Shultz | Editor Windows>Graph Editor | Advanced
Precision Control of Morphs with Cycler
You can tie the exact shape of the morph curve to the channel of a bone.Open up the Graph Editor and put the morph channel and the control chan-nel right above each other in the Channel Bin Rotate the bone to the desiredrotational value on frame 30 Sculpt the shape of the morph channel the way youwant it to appear over the same 30 frames
Now select the morph channel, open up the Modifier tab, and select Cycler.Select the rotational channel of the bone, and input the starting and ending anglefor the channel and the range of frames it’s to cover (0 to 30 in this case) Whatwill happen now is that the morph will occur in the shape that you laid out at thespeed that you rotate the bone The rotational channels are visible in the Cyclercontrol panel
Editor Windows>Graph Editor
Trang 7You can also do multiple morphs the same way by copying and pasting theCycler settings onto those other morphs or by tying the morphs to a master chan-nel and then tying the master channel to the one bone channel Essentially thisgives more control You can set a morph to do its thing based on the rotationalangle of a controller You should be able to have more than one morph tied to aparticular channel of a controller This would allow you to blend morphs in par-ticular ways using a single controller.
You could have one morph activate at a certain angle of the controller anddeactivate the rest of the time This could be done with several morphs to shapethe joint at particular stages It’s easy to simply activate a morph based onanother channel’s behavior This allows you to have the morph do several thingsover the range of the controlling channel
Versions: 6-8
Motion Mixer
1041 Jonny Gorden | Motion Mixer | Beginner
Turn Off Actor
Having your Motion Mixer actor active can cause delays in the updateswhen you’re creating keyframes As a general rule, turn off the actor whileyou’re animating, only activating it when working with Motion Mixer or pre-viewing the animation
Versions: 6-8
1042 Jonny Gorden | Motion Mixer | Beginner
Motion Mixer Actor
If you have items using expressions or other motion modifiers linked toother items, include both in your Motion Mixer Actor and Motions, as motionmodifiers don’t see Motion Mixer motion
Versions: 6-8
1043 Jonny Gorden | Motion Mixer | Beginner
Motion Mixer Motion/Keyframed Animation
If you’re using a combination of Motion Mixer motions and keyframed mation, create a keyframe for all actor items at the first and last frame of eachMotion Mixer animation so your keyframed animation transitions nicely
ani-Versions: 6-8
Animating | 433Motion Mixer
Trang 8This page intentionally left blank.
Trang 9Chapter 9
Special Effects
Great special effects are equivalent to the supporting cast in a drama They’renot the “stars of the show,” but they enhance the entire scene and add productionvalue to your shots When special effects are done right they add to the overallbelievability of your virtual animated worlds It is often a subtle dust trail leftfrom stomping hooves or a beautiful diffuse glow added to magical objects thatreally push a shot from being good to being great! The real “art” is in that finalten percent of polish This is where the special effects features in LightWavereally shine
LightWave includes a very diverse toolset for special effects From surfaceglows to volumetrics, you will find pretty much any effect you can imagine atyour fingertips Unlike some other areas of 3D animation, special effects have aunique appeal because experimentation is a requirement Adding special effects
to your shots requires creative problem solving and forces you to think aboutyour shots in different ways The following tips not only reveal special effectstechniques from several professional LightWave artists but also demonstratehow LightWave’s tools are used in fresh and new ways to achieve the desiredartistic result With a little experimentation, you will soon be adding magic toyour own shots
— Rob Powers
General Tips
1044 William “Proton” Vaughan | General Tips | All Levels
Two-Point Polygons Make for Powerful FX Tools
Need a light saber? Try these settings on a two-point poly chain:
n Luminosity — 100%
n Glow Intensity — 120% (Glow Intensity is under the Advanced tab of theSurface Editor.)
n Enable Glow in the Processing tab of the Effects dialog (The Effects dialog
is under Window>Image Processing (Scene>Effects>Image Processing in7.x) or press Ctrl+F7.)
n Intensity — 100%
Help me, Obi-Wan Kenobi; you’re our only hope
435
Trang 10Need some quick electricity? Use the same surface settings on a two-pointpoly chain with many segments but also apply a displacement map Using thedefault setting for displacement map will give you a nice render, but you canalso animate the displacement map for further detail.
Versions: All
Volumetrics
1046 Kevin Phillips | Volumetrics | Beginner
Quicker Volumetric Rendering
This tip is also mentioned in the rendering section of this book If you do notneed to apply motion blur or depth-of-field effects to your volumetrics, deacti-vating the Volumetric Antialiasing option can greatly improve your renderingtime
Versions: 6-7.5c
1047 Kevin Phillips | Volumetrics | Beginner
Particle Size Envelope vs Particle Size Texture
The Particle Size parameter, found under the Geometry tab of the
HyperVoxels panel, sets the base size for every HyperVoxel in the currentlyactive item You can control this parameter using either an envelope or a texture
The differences are that an envelope alters the parameter value directly, while a texture scales the parameter value without actually altering it.
Versions: 6-7.5c
1048 Kevin Phillips | Volumetrics | Beginner
Randomizing HyperVoxel Sizes
One way to get some randomization into HyperVoxels is through the SizeVariation option in the Geometry tab of the HyperVoxels panel This sets themaximum size a HyperVoxel may become For instance, 100% means that aHyperVoxel may increase up to 100% again (i.e., become twice as large).Another way to get a much more random effect, ideal for things such asboulders on a beach and more, is to instead apply a procedural texture to the Par-ticle Size HyperVoxels will then be randomly scaled based on the proceduraltexture value at that point in the 3D space (or world space if selected in the Tex-ture Editor)
Volumetrics
Trang 11Of course, there’s nothing stopping you from using both of these settingstogether as well!
Stretching the HyperVoxels about 125 to 150% in the Y direction can helpget rid of the “round” look of all your asteroids Once done, texture them (proce-dural bump maps can also assist in that rocky look) and render
Versions: 6-7.5c
Special Effects | 437Volumetrics
Trang 121053 Kevin Phillips | Volumetrics | Beginner
Random Forestation
Need a forest in a hurry from a series of tree image maps? If you are usingHyperVoxels to generate a series of random trees for fast forests from a collec-tion of image sprites, make sure you create them all as square images (addingblack borders if necessary) to maintain correct tree proportions and shape (pre-venting weird squashed-looking trees)
Load all your tree sprite images first in the Image Editor, then apply them assprite mode HyperVoxels by adding them to the clips list under the Shading tab.Remove any hypertextures from the Hypertexture tab to prevent your imagesfrom becoming tarnished with procedural noise and utilize the Clips options ofUse Color and Solid options to ensure that the trees do not “blend” togetherwhen they are drawn
Planting the forest can be done in Modeler by generating a point cloud onyour landscape model so that trees appear to be physically attached to the earth(you may need to move the point cloud down in Layout if the trees appear tofloat) You should use some Size Variation setting to vary the trees a little butnot too randomly as to look odd Activate ray-traced shadows to have the spritescast shadows on your landscape as well
Versions: 6-7.5c
1054 Kevin Phillips | Volumetrics | Beginner
Think Simple — Think Controlled Effects
You can create and animate effects such as bubbling mud, oozing slime, andmore by using Modeler to build your base shapes and then applying Hyper-Voxels to them Controlled animation can be done easily and quickly throughstandard animation tools, displacement maps, and morph targets
Often once rendered with HyperVoxels, the effect will be quite impressiveand a lot less headache than attempting to generate the same effects throughFX_Emitters or Motion Designer
2 Load an image into the Image Editor
3 Go to the Volumetrics panel Activate the HV emitter and make it spritemode
4 Go to the Shading tab and add the image as a clip
5 Go back to the Geometry tab and activate Show Particles
The image should appear in the OpenGL viewport What’s so curious? ing yet…
Volumetrics
Trang 136 Go back to the Shading tab Next to the image clip, uncheck the image(don’t delete it, just deactivate it).
All the particles in OpenGL suddenly change to a new image! This only
works in Camera view, however
I thought that might make a change from all the useful tips to have at leastone odd and useless one Trying to render this emitter will just give the usualmisty HV look you’d expect
Versions: 7.5-8
1056 Kevin Phillips | Volumetrics | Beginner
Surface Refraction and Reflections
HyperVoxels are great for simulating liquids, and look even better if you usesome refraction to bend the background showing through them Molten metalslook cool with reflection Both of these effects are easy to set up with a few sur-face parameters in the HyperVoxels Shading tab
Because HyperVoxels are generated using ray tracing technology, you do not
need to activate the Render Options for either Raytrace Reflection or RaytraceRefraction for these effects to work for your HyperVoxels You only need toactivate those options for polygon rendering
Note that refraction will occur if the HyperVoxel refraction value is set in theShading tab and there is some transparency The refraction effect will be calcu-lated on the surfaces that are directly visible to the camera, which in most caseswill look just fine and render quite quickly If you require a more accuraterefraction through several layers of particles, say in the case of a heap of HVglass marbles, then activate the Full Refraction option, which will calculate therefraction through any internal surfaces as well
Note that Full Refraction will make render time increase So do some test
renders first to see if you can get away without this option if render time is ofthe essence
Versions: 6-7.5c
Fog
1057 Geoffrey Kater | Fog | Beginner
Using Fog
Using fog to make items fade into the distance will add a more
dynamic/realistic effect to your scenes Open the Volumetrics panel by clickingVolumetrics or pressing F6 For Fog Type, choose Non-linear and choose a fogcolor best for your shot Depending on your object distance from camera, dial in
a fog amount and fog distance until it gives you the desired effect
Versions: 5-8
Special Effects | 439Fog
Trang 141058 Geoffrey Kater, Kevin Phillips | Fog | Beginner
OpenGL to Preview Fog
Use OpenGL fog to help preview your fog for proper distance and amountbefore rendering Open the Display Options panel (Layout>Options>DisplayOptions or shortcut “d”) Click the OpenGL fog button near the bottom of thedisplay panel
1060 Larry Shultz | Fog | Beginner
Ground Fog Using HV Sprites
A quick ground fog can be created by generating HyperVoxel sprites directlyoff the ground geometry itself Textures, gradients, and weight maps can be used
to determine where the HV sprites are generated
Versions: 5-8
1061 Larry Shultz | Fog | Advanced
Ground Fog Using Stacked Polys
Another way to create ground fog is to create a stack of polygons closelygrouped together Give them all the same surface name and make them 100%transparent Apply a fractal noise to the surface in the transparency channelusing world coordinates Now animate the stack of polys up and down very,very quickly and turn on motion blur
This will blur the rapidly vibrating stack of polys, but the world coordinates
of the fractal noise will cause the texture not to streak or blur out The position
of the fractal noise can be animated to make the fog appear to “roll” slightly
Versions: 5-8
1062 Kevin Phillips | Fog | Beginner
Enlarge Your Environments or Fake DOF with Fog
If you want to blend a ground plane into your background image (either anenvironment or composited image), use the fog option Use Background Color
on the Volumetrics tab of the Effects panel, set the fog distance to near the edges
of the ground plane, and adjust until it looks right This will create the ance of your backdrop and ground plane being seamless
Fog
Trang 15You can use this same effect to fake depth of field by fading your ment into a blurred background image The effect is not accurate, but it’s fastand cheap!
Versions: All
HyperVoxels
1064 Larry Shultz | HyperVoxels | Beginner
Creating Water Drops on a Surface Using HVs without Particles
When using HyperVoxels to simulate water on a surface, it isn’t necessary touse particles
HyperVoxels only need to see vertices, not polygons HyperVoxels can fore be generated on any object at every vertex If the object is SubPatched, thenumber of HyperVoxels generated will be based on the SubPatch level TheHyperVoxels can be turned on and off by applying a texture map in the
there-HyperVoxels panel under the Geometry tab in the Size channel by clicking onthe “T” button to open the Texture Editor
The grayscale value of the texture map will determine the size of the
HyperVoxels Drops, fluids, and other effects can be easily generated this way
This is done by increasing the Birth Rate, setting the Lifetime to the length
of the full animation, and setting Parent Motion to 0
Apply HyperVoxel sprites to the emitter You can use the default sprite orapply an image to the sprite as a clip Keep the size of the sprites small enough
so that the emitter appears to be drawing a line The emitter can be parented tothe tip of a pencil or pen
Versions: 5-8
Special Effects | 441HyperVoxels
Trang 161066 Arne Kaupang | HyperVoxels | Beginner
Bubbly Text
To make bubbly text, in Modeler type in and make a text object of what youwant to animate or import an Illustrator EPS file of your text/logo/object Killthe polygons so you are only left with the points of the object(s)
Make a morph target of your object in Modeler, and use Drag, Scale, and theMagnet tools to pull the points down to the bottom and out of frame Add a littlejitter to the points in your morph to make them a little more random
Import the object into Layout, assign the MorphMixer plug-in to it, andblend the two morphs You’ll see the points rise up from the bottom to shapeyour original object Animate your morph to the timing of your liking, and useHyperVoxels on the points for a bubbly shape
Add a little procedural Ripple to the displacement channel of the object tomake it wavy and resemble an underwater feeling Voilá! Render!
Versions: All
1067 Larry Shultz | HyperVoxels | Intermediate to Advanced
Water Drops without Particles
It’s often desirable to achieve a particular effect as quickly as possible Manytimes people will resort to using particles to create water drops Here’s a couple
of quick ways to get the effect without using particles:
1 Use textures to displace your geometry to form a bump The same texturecan also act as an alpha so the displaced geometry can have different surfaceattributes (like looking like mercury)
2 Apply HVs to your surface and give them mercury-like surface attributes.Use textures to turn the HVs on or off in the size channel
Versions: 6-8
SasLite
1068 Larry Shultz | SasLite | Beginner
Faking Dynamics in SasLite
You can fake dynamics in SasLite pretty easily Let’s say you want to put fur
on something and have the fur move around a bit in the wind Maybe you want
to have wind blow through some grass All you have to do is apply an animateddisplacement map to the object that has SasLite applied to it As the object isdeformed, the fur will displace with it If you don’t want to see the surface dis-placing, simply copy and paste your object into a new layer in Modeler Give thecopy a surface name of fur In Layout make the fur object 100% dissolved in theObject Properties panel SasLite doesn’t care if the base object it’s attached to isvisible or not If you’re animating the original object using bones, make sure thefur object is set to use its bones as well Now you can apply displacement maps
to the fur object and see the fur move
Versions: 5-8
SasLite
Trang 171069 Jennifer Hachigian, Larry Shultz | SasLite | Advanced
Motion Designer and SasLite Hair Guides
SasLite hair guides are chains of two-point polygons, and neither one-pointnor two-point polygons can act as collision or self-collision objects If you useMotion Designer on SasLite hair guides directly, the hair guides will ignore andintersect each other It’s better to animate a curtain stand-in that matches thegeneral shape of the hair to calculate an mdd file for the hair Then, play backthe mdd file on the real hair guides with MD_MetaPlug, using the curtainstand-in as the cage object The curtain stand-in will be able to detect self-collision situations, and if you turn on Fiber Structure for the stand-in, it willbehave even more like real hair
For a similar setup in LightWave 8, calculate ClothFX on the curtain
stand-in and make the SasLite wig object the child of the curtastand-in stand-stand-in object Forthe stand-in object, set the Fiber Effect to Y axis in the Advanced tab of
ClothFX Apply FX_MetaLink to the SasLite hair guides so that each point ofthe hair guide object tracks its closest point equivalent on its parent
Additional topic from Larry Shultz
Dynamics can be applied to SasLite hair guides Let’s say we want to mate hair guides that are part of a head Create a low-resolution proxy objectthat is about the same volume as the hair guides Attach the proxy object to thehead and tell it to use the bones in the character or head Apply Motion Designer
ani-to the proxy object and let the simulation run
You can save out the MDScanned data for the proxy object and reapply it tothe hair guides object using MDMetaPlug.p What this does is allow the
low-resolution hair proxy to act as a deformer for the hair guides MotionDesigner needs edges to work properly and hair guides don’t have enough edges
to work properly
Versions: 6.5-8
1070 Lee Stranahan | SasLite | Beginner
SasLite Hint Roundup
Here’s a general hint free-for-all on using LightWave’s built-in hair, fur, andgrass rendering system, in no particular order
n A lot of the settings in SasLite will go above 100% and below 0% if youmanually enter the number instead of using the sliders Test this by enteringextreme numbers into the numeric panels and see what the permissible val-ues are
n With controls like Density and Length, a little change goes a long way
n Use multiple instances of SasLite — you’re limited to eight per scene, buteight is a lot so use ’em!
n The quickest way to get multiple instances going is to use the plug-in panel’scopy/paste functions
n If you are using multiple instances in the same area — for example, to create
a “salt and pepper” beard look with one instance of white hair and oneinstance of dark — you need to vary the settings for Frizz, Drooping,
Special Effects | 443SasLite
Trang 18Clumping, or the Comb setting Those settings all move the hairs around;otherwise, your instances will be on top of each other.
n Turn up antialiasing to its highest level
n If you are doing an animation, you might want to set Render Backside Fibers
to 100 in the Pixel Filter version of the SasLite plug-in This will slow der times but avoid embarrassing “pop-up” hairs from suddenly appearing
ren-n If you are doiren-ng a heavy-duty hair project — yes, the full versioren-n of
Sasquatch is worth it
Versions: All
1071 Lee Stranahan | SasLite | Beginner
Don’t Hold Your Breath
No, plug-in genius Steve Worley never does holiday specials or sudden motions He does offer substantial discounts when products first come out andvolume discounts, though When you buy something from Steve, you won’t see
pro-it priced lower later and get mad So, don’t hold your breath; buy wpro-ith dence — and if it’s Worley, buy it early!
confi-Versions: All
Environments
1072 Kevin Phillips | Environments | Beginner
The Difference between Backdrop and Background
There’s two ways to place images or effects into the background of a Layoutrender — Backdrop/Environment or Background Image Each of these optionscan be found under the Scene tab in the Effects section of the menu bar, but eachworks in a completely different way!
A backdrop/environment is a color, gradient, or plug-in that paints itself onto
a giant infinite sphere that surrounds your 3D scene Because of this, Layout cansee it in the 3D world and therefore use it in various ways such as in reflections,refraction, radiosity, and more
A background image is placed into the background as part of the
compositing options in Layout That is, it’s “painted” into your rendered image(and not part of the 3D scene), filling pixels where no 3D models were rendered.Technically, it doesn’t exist in the 3D world at all — it’s just painted in to fill inholes or, to be more exact, it’s a postprocess effect that happens after all the 3Dcalculations are finished That means that Layout cannot see it or use it forreflections, etc
Note that in LW 8, these settings can be found under the Windows menu or
by pressing Ctrl+F5
Versions: 6-8
Environments
Trang 191073 Lee Stranahan | SkyTracer | All Levels
Use Sky Baker When Using SkyTracer
SkyTracer makes neat clouds and skies, but your scene will take a real der hit if you have it turned on In 99% of the cases where you use SkyTracer,it’s much better to use Sky Baker, which is built right into SkyTracer The bakerreally just renders out an image map at the resolution you choose; about 1500pixels or so will give you a nice enough image, although you get surprisinglygood results even at a resolution of 600 or so I personally like the SphericalWrap setting, but these are just suggestions
ren-Then, assuming you used Spherical, you just make a sphere big enough tocover your scene, flip the polys, and texture the big sphere — or skydome —with the image that Baker created
Versions: All
1074 Kevin Phillips | SkyTracer | Beginner
Sun Positioning in SkyTracer2
By default, SkyTracer2 adds its own “sun” light called SKT_Sun and ches a motion modifier called Sun_Spot, which controls the position of the sunbased on country, city, and date/time You can adjust this modifier directly fromthe Suns tab in the SkyTracer options panel (the Sun Position button will acti-vate the SunSpot settings panel for SKT_Sun)
atta-This is not the easiest way to set up the location of a sun in my humble ion, so I often remove the motion modifier from SKT_Sun in the Motion optionspanel, or use a different light as a sun source altogether (for example, the keylight)
opin-In SkyTracer2, rotation controls the position of the sun (unlike Skytracer1,which would generate the sun at the location relative to the camera — which insome ways made the positioning a lot simpler for people like me!)
Heading controls the direction of where the sun is positioned around thecamera, and the pitch controls the elevation of the sun in the sky Moving thelight source has no effect on the direction and position The easiest way to think
of the sun is as a distant light, which doesn’t have a particular point of lightemission, just a direction
Versions: 7-7.5c
1075 Kevin Phillips | SkyTracer | Beginner
Instantaneous Cumulus Clouds
Anyone who’s used SkyTracer2 and activated the clouds will know that thedefault clouds really don’t look much like clouds at all, more like blobby shapes.While you can tweak the texture, not everybody wants to spend a lot of timeediting procedurals to get a decent set of clouds
Special Effects | 445SkyTracer
Trang 20To get nice big clouds quickly in SkyTracer2:
1 Select the Clouds tab and activate Low Altitude clouds
2 Click the Texture button to open the Texture Editor
3 Change the procedural to STClouds
4 Make sure that Cloud type is Cumulus for nice big puffy clouds
5 Change Texture Axis to Y
6 Change Big Scale to 1.0 (You can leave the other settings at their defaults.)Ta-da! Instant improvement on the default clouds, I’m sure you’ll agree!And with very little tweaking required whatsoever
Versions: 7-7.5c
1076 Lee Stranahan | SkyTracer | All Levels
Bored? Rainy Day? Make Some Skies
If you have a couple of free hours, prebake a whole bunch of sky images.You’ll be glad you did later on
Versions: 6-8
1078 Emanuele Salvucci | Textured Environment | Advanced
HDR Images Out of Normal Ones
HDR (High Dynamic Range) image backgrounds are mainly used for globalillumination purposes
There are some excellent HDR image collections around, but you may want
to create your own at some point
Use the following steps to add extra luminosity to any image:
1 Load an image into an empty scene
2 In the Backdrop tab of the Effects panel, add the Textured Environmentplug-in
3 Set the Axis option of the Textured Environment plug-in to Z
4 Enter the Texture option, and set the loaded image to be the first layer
Textured Environment
Trang 215 Set Blending Mode for this layer to Additive, set Projection to Planar and setTexture Axis to Z.
6 Create a new layer of type Gradient; we’ll be setting keys for the layer lateron
7 Set Input Parameter to Previous Layer and Blending Mode to Alpha
8 Copy the image map layer and paste it using Add to Layers
From top to bottom, the first layer adds the image to the black backgroundcolor, the third layer adds the extra luminosity needed, and the second layerdecides where the image is going to be “overbrightened.”
You can boost the amount of added luminosity by setting Layer Opacity tomore than 100% for the third layer
Before setting the gradient’s keys, we should analyze the image by turningoff the last two layers in the Textured Environment plug-in, turning on theImage Viewer FP in the Rendering Options panel, and making a test render.Sample some values from the rendered image for the areas you want tooverbrighten (the sun or the sky would be perfect areas for this purpose), hold-ing the right mouse button on the image in the Image Viewer FP
Now back in the Textured Environment plug-in, set keys for the gradientlayer If the sampled values, for the sun for instance, were around 99%, set awhite (255,255,255) gradient key at parameter 0.99 and set a black one rightbefore that value (i.e., at parameter 0.9)
To test where on the original image you’re actually adding brightness, do thefollowing in the Texture options of the Textured Environment plug-in:
1 Deactivate the first image map layer
2 Activate the second and third layer
3 Make a test render
Once you’re happy with the result, activate all three layers, set the camera’swidth and height to the size of the original image, make a render, and save theresult using the Radiance (.hdr) format
If gradients aren’t enough to locate the areas to overbrighten, you can tute the gradient layer with a proper alpha map Since we have already
substi-approximately defined an alpha map using the gradient, we can render and ify it in a paint program:
mod-1 In the Textured Environment plug-in, turn off the first layer
2 Set the Blending Mode to Additive for the gradient layer
3 Set the Blending Mode to Alpha for the third (last) layer
4 Render and save the image
You can now retouch the generated alpha map and replace the gradient layerwith it
Versions: 7-8
Special Effects | 447Textured Environment
Trang 221079 Dave Jerrard | Textured Environment | Beginner
Save Presets
If you make a textured environment that you like and want to use it inanother scene, open the scene that uses this environment Open VIPER so youcan see the plug-in’s effects previewed there, then double-click the image inVIPER This will save a preset for that environment Now you can load this tex-ture into any other scene easily by adding the Textured Environment plug-in,opening the Preset Shelf, and double-clicking the preset The texture will auto-matically load into the plug-in for you
it a 50% contrast Set the texture size to 150m, 150m, 150m This layer willform a nebula for our space environment, so it needs to be huge Also, set itslayer opacity level to 50% to fade it from being too intense
Next, add another procedural texture layer Make this layer a Crust dural The color should be white Set Coverage to 0.05 and both the Ledge Leveland Width to 0.2 You can leave the texture size at its default 1m This proce-dural creates a series of random spots, hence using a small scale will allow Crust
proce-to generate thousands of stars for us
Click the Use Texture button to close the Texture Editor window, and thenset the Texture Environment scale to 10mm to scale the space to fit nicely Thisscale option can be tweaked — The larger this value, the larger the environment
Textured Environment
Trang 23will appear (as though through a magnifying glass) which can look quite strangeshould the stars suddenly become huge circles!
Make sure that the backdrop color is black, and render!
Versions: 6-8
Image World
1082 Leigh van der Byl | Image World | Beginner
The Importance of Creating Environments
When you are creating any kind of scene in CG, it is extremely importantthat you give that scene some kind of surrounding environment, whether mod-eled or simulated This is because when you create a scene that has no environ-ment, you are basically creating something existing in a total void, which is veryunrealistic A void also does absolutely nothing to enhance your scene whatso-ever Environments add to your scene by providing something for your objects
to reflect, as well as by providing lighting, when using images with a highdynamic range
LightWave’s Image World allows you to take an image and wrap it aroundthe scene, thus forming a total environment surrounding the entire scene
Image World works with High Dynamic Range (HDR) images, which areimages that have luminance capabilities, since they contain pixel values thatextend the usual range of images Essentially these images can actually lightyour scene realistically, especially when used with radiosity You simply load anHDR image (you can download free ones off the web, and there are also a num-ber of commercial packs of HDR images available for purchase) into Image
Special Effects | 449Image World
Trang 24World, adjust its Heading and Pitch values (to rotate it into a desirable position),and adjust the Brightness, which basically controls how brightly the image willlight the scene.
Versions: 6-8
1084 Leigh van der Byl | Image World | Beginner
Dealing with Artifacts from HDR Images
When you are using HDR images in Image World for lighting your scene inconjunction with radiosity, you often encounter an abundance of unsightly whitespeckles in your render This is because of the image that you are using, and is acommon problem
One way to minimize or even totally annihilate these artifacts is to use theFull Precision Blur filter on the HDR image in the Image Editor This filter isfound under the Processing tab
Image World
Trang 25This generally does the trick Sometimes you’ll still occasionally encounter afew speckles in your renders, but increasing the blur on the image further canhelp to eradicate them completely.
informa-Versions: All
1086 Policarpo | Image World | Beginner
Low-Res Image Illumination
Experiment with low-res image files to illuminate your scene As an ment, load up a tried-and-true hdr image file, save out another 32-bit version of
experi-it from the Image Edexperi-itor, and compare the times and results Also mess wexperi-ith thesize of the image that is driving your renders A lot can be done with a littleexperimentation
1088 Kevin Phillips | Filters | Beginner
Getting the Corona Input Threshold
Have you ever wanted to use the Corona tool on the specular highlights inyour render, but have no idea how to determine the correct Input Threshold totrigger the Corona effect? The answer to this question and other buffer values issimple!
1 Temporarily deactivate the Corona filter (if it’s active)
2 Add the Render Buffer View image filter, double-click, and choose thebuffer(s)
3 Make sure that the Image Viewer is active (Rendering Options panel>RenderDisplay)
4 Press F9 to render the image
5 Select the buffer from the Image Viewer’s Layer menu
If you move the mouse pointer over the “darkest” pixel in this buffer whereyou want Corona to be applied and then click the left mouse button, the value
Special Effects | 451Filters
Trang 26for the pixel will appear in the Image Viewer’s title bar Use this value as yourInput Threshold for Corona Any pixel that is this value or higher will haveCorona applied.
Don’t forget to deactivate or remove the Render Buffer View filter
Versions: 6-7.5c
1089 Kevin Phillips | Filters | Beginner
Using Texture Brushes in Corona
You can apply image maps to Corona These affect the color of the coronathat is generated, not the overall intensity (though some colors will create a moreintense effect than others) If you plan on doing so, the best results will be if youapply them as planar, on the z-axis with a center of 0,0,0 Any rotation to spinthem in Corona should be on the bank axis
Also note that the Size parameter in Corona dictates the pixel size of heightand width (square) at a 640 x 480 resolution Always test your Corona settings
at 640 x 480 to get the look right before doing any rendering at other resolutions.There is also a Texture Editor button associated with the Size parameter, but itdoesn’t actually do anything
Versions: 6-7.5c
1090 Kevin Phillips | Filters | Beginner
Corona Selective Pixel Processing
If you only want to apply the Corona effect to certain surfaces or pixels, use
a threshold mask This mask works like an alpha channel for the input threshold.This allows cleaning up unwanted pixels before Corona applies its effect.For selective surfaces (i.e., applying sparkles to only the ocean polygons inyour render, just for the sake of an example), simply set a Special Buffer value
of 1.0 into the first special buffer slot of the ocean surface Once done, set theThreshold Mask to use the special buffer and render
1092 Kevin Phillips | Filters | Beginner
Corona Speed Bumps
Corona can create nice effects, but it can also add substantial time to ing as well A basic understanding of the parts of Corona that cause slowerrendering can assist you in planning ahead for optimal performance of this greattool
Filters
Trang 27In general, Corona renders slower when there are more pixels in the imagethat match the input threshold criteria The size of the effect also plays a role inslow render speeds (as in the larger, the slower) as does the Effect setting BothAdditive and Maximum values render a lot faster than Normal.
The Falloff setting of Box is also slower to render than all other types
Versions: 6-7.5c
1093 Kevin Phillips | Filters | Beginner
Corona Gradient Inputs Explained
One area that is poorly explained, if at all, in any documentation for
Light-Wave is exactly what the Corona input parameters do in the Texture Editor when
using gradients with Corona The following explains the parameters and howthey are used
The Depth parameter should render colors based on the depth of the pixels from the camera This appears to not work unless you add something that forces
LightWave to generate a depth buffer — like adding the Render Buffer View to
the image filters and select Depth to force the depth buffer to be generated, after
which it then appears to work fine (until you remove that extra plug-in; then itstops working again) So it’s there, it’s just not working quite right, but if it’s oneyou need, just add that extra plug-in for now as a workaround
Distance to Center works from the center of the render out to its edges This
is a great way to make Corona fade at the edges of the render or be extra hot inthe center of the render By generating a rainbow gradient, you can get interest-ing optical effects in the rendered image
LW_Corona Input Channel uses the input buffer values to control the ent Fairly simple and straightforward
Versions: 6-7.5c
1095 Kevin Phillips | Filters | Beginner
Textured Filter Gradient Inputs Explained
The Textured Filter image filter offers a series of new gradient input optionsrelated to images You can use these to apply effects in a range of ways Most ofthese inputs relate directly to LightWave’s own internal render buffers and theiruse is quite obvious, but the way that a few of these inputs work is not as clear
as you might expect The less obvious ones are explained briefly here
Special Effects | 453Filters
Trang 28Image X allows you to apply a gradient that reaches from one side of theimage to another This starts at –0.5 (the far left) and ends at 0.5 (the far right).
Image Y is essentially the same as Image X, with –0.5 starting at the bottom
of the screen (not the top), however! You could use this setting with a white gradient as an alpha control for applying other effects to the picture (such
black-as ground mist, etc.)
Brightness is the brightness of the pixel You can make use of LightWave’sown internal floating-point values here to paint actual brightness values of pixelsthemselves If you plan on simply processing standard 24-bit images instead, thebrightness works based on the grayscale shades in the image, with 0% as black,and 100% as white
Versions: 6-7.5c
1096 Kevin Phillips | Filters | Beginner
Rough Line Art Effect
If you are rendering white objects with black edges on a white background
to generate the effect of simple 2D line drawings, but think how much cooler it
might look if you could break up those lines to look more hand drawn, you can!
Use the Textured Filter to add a fractal-type procedural pattern to the overallrender Make the procedural color white and adjust the parameters to suit —smaller scales will give a more broken-looking effect, larger scales will create amore subtle effect
You can create the effect of different sketches on each frame by simply mating the movement of the procedural along the z-axis at a high speed toensure that the pattern is sufficiently different on each frame
ani-Versions: 6-7.5c
Filters
Trang 29Poor knowledge of general rendering options and rules of your 3D softwaremay lead to catastrophic rendering times, even when changing values just a littlebit This is especially true when talking about global illumination, where compu-tations are very time-consuming.
For these reasons, previews are a fantastic way to have everything undercontrol before hitting the magic “render it all!” button and to have a good idea ofhow your software is reacting to your latest material, lighting, and settingschanges
If you decide you’re tired of compromises between quality and time, youmay someday go out and buy a few extra machines to build your own renderfarm But then you’ll need to know even more about your software and how toset up and run a network render
Hopefully you won’t have to learn this one the hard way like I did I lost anight of rendering when the power went off at 2 a.m
Versions: All
455
Trang 301098 William “Proton” Vaughan | General Tips | Intermediate
Rendering Images for Use with Flash
I’m a big fan of Flash and have created many projects using 3D elements inFlash, never resorting to using plug-ins Now many great tools are available torender SWF files out of LightWave, but I still use plain renders out of
LightWave, import them into Flash, and use Auto Trace
Here are a few steps to creating a perfect image to auto trace:
1 Apply the Super Cel Shader, and set all the zones to 0% except for Zone 1;leave it at the default settings
2 Set Luminosity to 100% and Diffusion to 0% This will give us a flat solidcolor
3 Turn off Antialiasing (this is set by default) Flash will automaticallyantialias the edges
These settings will give you a nice, clean auto trace and will also save you afew bucks in the process If you find yourself doing massive amounts of 3D inFlash, you might look into something like Electric Rain’s Swift 3D For the100+ projects I have created in Flash, I have gotten by without any extra tools
Versions: All
1099 Todd Grimes | General Tips | Intermediate
The Poor Man’s 3/2 Conversion
Oftentimes character animation is done at a frame rate of 24, but if the mation is to be put on video it needs to be converted to a frame rate of 30 Thisprocess is most often done in compositing software but can also be accom-plished within LightWave In Layout open the General Options panel and setFrame Rate to 24 In the Image Editor panel, click on the Load button and selectthe first image of a 24fps image sequence Under the Source tab select Sequencefrom the drop-down next to Image Type Just below, be sure the field next toFrame Rate reads 24 Next, place the image sequence in Layout’s backgroundunder the Compositing tab in the Effects panel Be sure the camera is set to thesame resolution that was used to render the 24fps sequence Then open the Gen-eral Options panel and change the scene’s frame rate to 30 LightWave will scalethe image sequence accordingly and interpolate the missing frames Lastly,re-render the image sequence, adjusting the end frame to fit the 30fps sequence
ani-Versions: All
ÜNote: Be sure to have antialiasing off when re-rendering
1100 Leigh van der Byl, Policarpo, Patrik Beck | General Tips | Beginner
Optimizing Ray Recursion in Renders
If you are rendering scenes that contain a lot of reflective objects, you mayfind that the rendering process slows down considerably while all the reflectionsare calculated To speed up the process, you can adjust the Ray Recursion Limitvalue in your Render Options window
General Tips
Trang 31The Ray Recursion Limit valuebasically determines the number oftimes that light will be reflected offsurfaces, which in reality is infinite(if you place two mirrors oppositeone another, they will reflect oneanother infinitely) The default valuefor this limit is 16, which means thatlight will be reflected a maximum of
16 times between reflective objects.Depending on the nature of yourscene, you can bring this value down,which can decrease rendering timesconsiderably Values below 2 are notreally recommended unless you haveonly a few reflective objects in thescene A value of 0 means that noreflections will be calculated at all
To determine if the lowerrecursion is adequate for the project,
do a test render of a representativeframe of the animation Half resolution with no antialiasing is good enough toeyeball the bounces
Versions: 6.5-8
1101 Leigh van der Byl | General Tips | Beginner
Rendering Output Formats
When rendering out your work, the type of file that you output the renders to
is very important, especially if you need to do any post-production work onthem
While animation formats such as avi (Windows Media) or mov (QuickTimemovie) files are popular for rendering previews, they are not always advisablefor rendering final animations to This is because animation files are generallycompressed, which means that they have compromised quality It is also riskyrendering to avi because you can lose all your rendering if there is a problemduring the render process
Generally a safe bet for rendering is to render to Targa (.tga) files or filesequences, or another format that saves in a 32-bit format, which is especiallyuseful for rendering items that will be composited onto other footage, whetheranimated or live-action plates Choose the Save RGB option in your OutputFiles panel in LightWave to save your animation to an image sequence format
Rendering | 457General Tips
Trang 32LightWave outputs imagesequences that are numbered sequen-tially, making them easy to manage in
a compositing or editing package.Keeping the original image sequences
on disk also means that you willalways retain a perfect, uncom-pressed rendered animation
It is also worth mentioning thatwhen rendering using ScreamerNet,you have no choice but to render toimage sequences, as the networknodes cannot render to animation fileformats
Versions: All
1102 Leigh van der Byl | General Tips | Beginner
Using Data Overlays When Rendering
The Data Overlay option in your
Render Options panel can be a really
useful item, especially when you are
working on a big production that has
hundreds of renders being pumped
out all the time, which can be
confus-ing This option adds a label in the
lower half of your renders, allowing
you to keep track of sequences easily
The label includes the scene name
(you can change this to any title up to
20 characters), and you can also
choose to display time code, frame
numbers, or time in seconds in the
overlay as well
General Tips