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LightWave
and Photoshop tutorials:
Modeling, part one
Lighting, part one
Surfacing, part two
6.
Water surface
.
Load Water01.lwo. Set the surface parameters like this:
(Reflection options: Raytrace & Backdrop)
I've used settings like 62.5% reflectivity, but they aren't
that exact... i just happened to drag the slider there, 55%
or 70% would both prolly work just fine. I usually take a setting,
and if it's too little i double it, do test render, and if it's
too much this time i go half way back, render etc. Limited region
speeds things up while tweaking.
The bump map:
The size is 0.5m,0.5m,0.5m. (In no particular order ;-) There's
again some falloff, but only 0.5% / axis this time. It's used
to fade the bumps a bit near the horizon.
Wait... this is our water? Surprisingly, yes it is. (Well almost
there ;-) As in real life, our water get's most of it's colorization
by reflecting the environment. So, let's add a gradient background
and turn reflection raytracing on...
Hee! The smart ones just realized that this sort of water sucks
with Skytracer unless you use render wrap images ;-)
That's more like it. Ok, but the underwater parts don't show
too well. It's time for a plugin: Let's add (Surfaces > Advanced)
LW_Real_Fresnel to the water, in it's default incarnation, and
voilá:
Ok, maybe a bit too much, but that can be fixed by tweaking
the plugin (Or camera-angle) a bit ;-) Also, if you are using
an older version of LightWave, try to search www.flay.com for
free fresnel shaders.
Oh, I almost forgot... the water can be animated by giving the
bump texture some velocity, 1/10 of the surface size in Y axis
is a good starting point. Raytracing also the shadows and refraction
furter enhance the image, but the render-time punishment is
quite hard. Also try crumple bumps for a bit more windy weather...
Next we
will add the trees.
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