Texturing a Wine Glass in LightWave
by Tony Gilchrist

If you followed along in the first part of this tutorial you should have constructed two simple models: a wine glass, and a beveled slab (table) to set it on. You should have loaded the two pieces into Layout, and have a scene similar to what is shown here.

If not, see Part One of this tutorial, Modeling a Wine Glass.

Open Lightwave Layout, and either reload that scene, or add the two objects to a new scene (+), and save the scene (S) under a sensible name. I called my scene "Tableau_01.


Now we’re ready to get down to some texturing.

  1. Near the top of the main menu display is a button labeled "Surface Editor". Click on it, and the "Surface Editor" will open. It should consist of at least one window, but may include all three of the windows shown below. If you don’t see all three, you can turn on the missing ones by choosing the "Options" panel in the lower left hand corner of the Surfaces Editor, and choosing "Open VIPER" and "Open Preset Shelf".

From left to right these are:

  • The preset shelf. Use this to store and recall settings for all the values in the Surfaces panel. The existing spheres represent some "preset" values provided by the software manufacturer to get you started. The drop-down menu at the top of the panel allows access to other groups of presets.
  • The "VIPER" window. This is a special preview window to allow real-time interaction with the elements in the scene. For the moment, it will remain blank, but we’ll turn it on later to help us fine-tune our surfaces.
  • The main windows (the "Surface Editor"). This is where we access all the settings for an individual object’s appearance. The right hand side of the panel contains the many features which determine what a surface will look like. Note that it is divided into four "tabs" across the top of the panel.

In the left hand part of the "Surface Editor" window are two important features:


a. The sample sphere, which shows us what the current settings will look like if applied to a sphere. The sphere will refresh automatically when you make changes in the Surface Editor. To hurry it along, left-click on the sample sphere. Note the two buttons below this window which access various controls for the sphere.


b. Scene hierarchy tree, which shows all the objects in the scene, and their surfaces. Your hierarchy should look similar to the one shown here. Your surface names may vary a bit of course, but it should generally be like this. The tiny White triangles beside the object names allow you to hide or reveal the surfaces associated with a given object.

Surface That Glass…

  1. Select the Wine Glass’s surface, as shown (your surface name may vary). We’re going to try to get a handle on how to build our own surfaces, but let’s ease the first step a bit by accessing the Presets, and applying a "glass" surface to the sphere:
  • In the drop-down menu at the top of the Preset Shelf, choose "Generic".
  • Scroll down to the sample sphere called "Glass Inside", and double click on it.
  • A requester will appear, asking you to confirm ­ "Yes" it.

Now is a good time to save the scene.