|
Texturing
a Wine Glass in LightWave
by Tony
Gilchrist

VIPER
Before
we do, let’s make our lives a bit easier by enabling "VIPER".
Near the bottom of the main screen ("Actions" Menu),
choose "Render / Render Options". In the resulting window ("Render
Options") put a checkmark next to "Enable Viper". This turns
on the "VIPER" buffer, but it will initially be empty. We need
to give it something to work with, so do a quick render <f9>.
When the quick render is complete, open the "Surface Editor",
and continue with the steps below.
SurfaceO-Rama
11.
Open the "Surface Editor", and select the surface named "Table_Wood_Top".
- In
the main part of the "Surface Editor" window, make sure
the Tab marked "Basic" is selected from amongst the tabs
across the top of the window.

- Choose
a basic color for the surface by either clicking on the
color swatch (the little white square near the top of the
panel) or by click-and-dragging on the colored numbers next
to the color swatch. I set mine to a light brown, as you
can see.
Note:
When you make these changes, the "VIPER" window should update
immediately to show you what this looks like on your object.
If you don’t see the VIPER, then click on the "Options"
tab in the Texture Editor window, and choose "Open VIPER".
- Next
to each named line in this part of the panel are two buttons
one marked "E" (for "Envelope" an animation feature),
and one marked "T" (for "Texture"). Make sure you still
have the table top surface selected, and then look for the
line that reads "Diffuse". Click on the "T" next the "Diffuse"
to apply a "diffusion texture".

- In
the resulting "Texture Editor", check to make sure the blue
bar across the tops says the same thing the one shown here
does.

- At the
very top of the panel is a button marked "Layer Type". It
will initially read "Image Map" click on it and change it
to read "Procedural Texture". (Procedural textures change
the appearance of your object without the benefit of an image
map they are sometimes called "algorithmic texturing" features
because they use fancy math to change the surface of your
objects. For example: Fractal Noise.
- In this
case, we want wood. About a third of the way down the panel
is a drop down reading "Procedural Type" - -select it and
find "Wood" in the drop down of possible algorithms.
- Change
the other settings in the middle part of the window to roughly
match the ones shown in the example.
- Finally,
at the bottom of the panel, change the Size and Position settings
as shown in the example.
- You should
be seeing these changes happen in the VIPER as you make them.
You might want to do an actual test render <f9> at this
point, and see this in a bigger window. Note the direction
that the wood runs in this is because we left the "Texture
Axis" for this procedural texture set to "z" in the Texture
Editor*.
- In the
All Texture panels in Lightwave are similar to this one, so
what you learn here can be easily transferred to applying
a bump map, a color map, or whatever.

- Now we
want to add another procedural texture to complement this
one. In the upper left hand corner of the Texture Editor,
find the drop-down marked "Add Layer", and add a "Procedural"
Layer.
- In this
new layer, we want another procedural texture, but this time
we want "noise". I choose the nifty "FBM" noise (see the example
image below), but you could use any of the other ones to get
a similar result. In the top of the panel (shown to the left
below), set a texture value (lower is darker, higher is brighter)
and generally match my settings. In the bottom part of the
panel, set size values similar to the ones I’ve chosen. *Note
that I’ve made this texture large on the "Z" axis to match
the direction we made out wood grain run in above.

- Take
a look at the VIPER (or test render if you like). I found
I wasn’t exactly happy with my texturing at this point, so
I went back to the "Wood" algorithm (just click in the layer
control window), and made a few changes, as shown below.

- Once
I had the settings tweaked up for the wood texture, I clicked
on the button near the bottom marked "Use Texture". This takes
us back to the main Texture Editor interface. Note that the
"T" button beside "Diffuse" is now "lit up", indicating that
there is a texture in that channel.
- I’d like
my wood to be a bit more shiny (like it has a thick coat of
"Pledge®" applied for a nice varnish). To get that look,
I made a few changes to the basic surface settings, as shown
in the example image. The Secularity and Glossiness settings
both control the shininess of the surface, whereas the "reflection"
setting causes (as you might hope) the object to actually
reflect its surrounding.


- If you
do a test render, you won’t see any reflection in the wood
though, and it won’t seem very shiny. To actually get the
effect we want, we need to change a few more settings. In
the main Texture panel, choose the tab marked "Environment"
(as shown). The settings in this part of the panel control
the "virtual environment" in which the surface appears. Since
true reflections take a lot of CPU cycles to render, they
are turned off by default. To activate them, click on the
"Reflection Options" drop-down, and choose "Ray Tracing &
Backdrop". (Yes,. this combines to environment methods a
nice cheat).
- Finally,
we need to enable "Trace Reflection" globally (it is toggled
on / off for the whole scene in the Camera panel again,
because it slows down test renders quite a bit). Open the
"Render / Render Options" panel (found in the bottom left
corner of the main interface), and turn on "Trace Reflection".
In the example image shown here, I’ve also turned on "Trace
Refraction" which we’ll want to have on for our wineglass
(Refraction is the property of bending light the way light
is bent as it passes through a piece of glass). You might
just as well turn both on since you are here.

Note:
The "Ray Recursion" setting in the panel above controls how
many times light bounces in reflections before it wears out.
Setting it to a lower number can often speed rendering when
there is more than one reflective object in the scene. I didn’t
change it for this project (since I only have one reflective
surface), but turning it down can’t hurt much try it as
4 instead of 12 if you like.
Note:
Refraction and Reflection do not show up in the "VIPER"
window.
Save
Your Scene More Often! Save All Objects Too!!!
Increment
that scene name (I’m up to "tableau_04.lws").
Back
Everything up often!
- Anyway,
we could play with this one wood texture all day. Lets
wrap it up, and copy these settings onto the other wood
surface (s) in our scene.
- Return
to the "Basic" tab in the Texture Editor.
- Double-click
on the sample sphere to store the texture you have made in
the preset shelf a new sample should appear in the presets
shelf.
- Choose
"Table_Wood_Sides" from the Layers part of the Texture Editor,
and then find the new sample you put in the presets shelf,
and double click on it. Agree with the confirmation requester.
- I like
to make the sides of my table a tad darker than the top, so
I lowered the "Diffuse" value on the "Table_Wood_Sides" to
about 70% percent.
Alright
Glass Already, let’s make this glass vessel look like something
shall we?
|