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Texturing
a Wine Glass in LightWave
by Tony
Gilchrist
Press <f9> for a preview of the scene. You should see
that the wineglass is now mostly invisible! It is faithfully
behaving like glass should it is showing off its environment,
rather than generating any significant amount of color itself.
We’ll
want to adjust the wineglass’s settings shortly, but before
we can do so, we need to establish the environment it will
live in: other objects, background settings, and most importantly,
lights.

- Background
settings are an easy place to start. Of the three main tabs
at the top of the screen the middle one is labeled "Settings"
choose it, and then near the bottom of the main panel you’ll
see a button marked "background". Click on it top open the
"Effects / Background" panel. In the interest of simplicity,
I just choose the checkbox "Gradient Backdrop", which will
give us a blue gradient, and a brown gradient that meet each
other at the horizon.
You might
now wish to save, and do another quick render <f9>.
Lights
- Next,
close the "Effects" Panel, and let’s slap in a couple of lights.
Press "5" to switch the view port to "light", and then press
"Shift-L" to switch to Light Edit mode (the view port could
also be changed via the drop down menu in the view port, and
the Light Edit button is in the bottom middle of the screen).
- Since
you should now be editing a light (if you followed the previous
steps), pressing "m" should open the "Motion Options For Light"
panel. The third item down from the top in this panel is "Target
Object" click on the Target Object drop down list, and choose
"Wine Glass" this will cause the light to always point at
the wine glass. Close the Motion panel.
- Now that
we have out light targeted, lets make two copies of it. At
the top of the screen, click on the "Actions" button. Then
in the main panel find the button "Add" (near the top of the
screen), and choose "Add / Clone Current Item". Choose to
make 2 copies, as shown here, and Ok the requester.

- It is
a good habit to rename your lights before you continue (just
to make the scene a bit easier to work with). Just below the
"Add" drop down we just used to clone our lights is a button
marked "Replace". Hold your button down on it and choose "Rename
Current Object". I renamed my three lights as shown here
I started each name with "Light", and the called them "Main",
"Side", and "Back".
-

- Press
"p" (or click on the "item Properties" button next to the
edit mode buttons at the bottom of the screen) which should
open the "Light Properties" panel.

- In the
top half of the panel (see the illustration) you should see
a big button labeled "Global Illumination". Our first step
when lighting a scene should always be to click on that button,
which will open up the "global illumination" panel (which
contains settings which are not specific to any one light)
-- In the Global Illumination Panel there is a line labeled
"Ambient Intensity" set it to zero. If this setting is above
5 or 10, it tends to wash out the scene, making it look flat
and crappy.

- Close
the "Global Illumination" panel to get back to the main Lights
Panel.
- I started
out by selecting "Light Main" from the "Current Light" drop
down in the top part of the panel, and then made some changes
in the bottom part of the panel where the Light Type and Shadow
options are found. I changed my Light Main" to resemble the
settings shown below that is I made it a spotlight, and
told it to cast a shadow using Shadow Mapping instead of Ray
Tracing see the various settings in the image below.

- I then
set up the other two lights to be spotlights, and turned off
all shadow options for both of them. I lowered the intensities
of them to around 30% and 50% -- (the actual values can be
varied, to brighten and darken your scene, but try to keep
the approximate proportions on your three lights 100, 50-60,
30-40). As shown below.
- Our next
concern is the arrangement of the lights in space. They should
be organized as follows:
- Main
Light "Over The Shoulder" of the camera operator. This
light serves as a "Sunlight" source.
- Back
Light Behind the focus, and at or below ground level.
This light serves to simulate light that should bounce up
from the floor.
- Side
Light On the side of the focus away from the Main Light.
This light serves to replace light that should bounce off
of the walls, or be scattered from the sky.

Note:
In order to arrange the lights, you will probably want to
look at the scene from various views which you can do by either
changing what is shown in the existing view port, or by splitting
the view into several view ports. To split the view, you can
either press <f4> to toggle through the various possible
configurations, or you can open the "Extras / Display Options"
panel (press "d") and pick from the drop-down list at the top
of the screen. I’m going to do this by looking through the lights,
but you can do it from a different view if you wish.

- Rearrange
your lights to resemble the examples shown here (from left
to right, these are the views through the Main, Side, and
Back lights). Note that the camera is visible in each light
view the light’s position should always be adjusted in
relation to the camera, so it is helpful if you keep it
in sight while adjusting the lights.
- Seen
from the traditional quad windows, this should look something
like the image below (I’ve made the Top view bigger here
because it is the most informative. Notice haw the lights
are distributed around the focal point, and notice their
relationship to the camera.

- Save
Your Scene! Now is a good time to test render, and tweak
the lighting values if you see anything that needs changing.
For instance, I experimented with turning the shadow effect
on for the "Side" light, and I increased the "Side" light’s
intensity from 43% to 58%.
Before we continue with the texture setup for the
wine glass itself, we want adjust the texture on the table
to make it a bit more appealing…
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