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LightWave 10 Essential Training

LightWave 10 Essential Training

with Dan Ablan

 


In LightWave 10 Essential Training, author Dan Ablan provides thorough, step-by-step instructions on building 3D models, scenes, and animations in LightWave 10. Beginning with a tour of the interface and LightWave's two main programs, Modeler and Layout, the course covers key concepts such as building models from basic polygonal shapes, assigning textures, and employing lights and 3D cameras to build real world scenes. Also included are tutorials explaining particle animation, dynamics, and bones. Exercise files accompany the course.
Topics include:
  • Understanding and navigating 3D space
  • Configuring menu and keyboard settings
  • Molding basic geometric shapes
  • Creating detail using subdivisions
  • Casting reflections and creating surface textures
  • Building and lighting a 3D scene
  • Incorporating and animating cameras
  • Simulating collisions using dynamics
  • Determining the proper anti-aliasing filter for renders
  • Rendering a project as movie files and image sequences
  • Exporting a full scene

show more

author
Dan Ablan
subject
3D + Animation
software
LightWave 10
level
Beginner
duration
7h 9m
released
Mar 21, 2011

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Introduction
Welcome
00:04Hi! I am Dan Ablan, and I would like to welcome you to LightWave 10
00:07Essential Training.
00:08In this course, we are going to cover navigation through both LightWave
00:11Modeler and Layout.
00:13You will see how to model with both polygons and subdivision surfaces and use
00:16the Surface Editor to apply materials.
00:18I will show you real-world lighting setups, and you will see how to set up scenes
00:22with multiple lights and objects and then animate them using keyframes while
00:26editing motions in the Graph Editor.
00:28Beyond the basics, you will see how to create particle animation, set up
00:31collisions with motion dynamics, and deform objects with hierarchies using bones.
00:36Finally, we'll take a look at how to render animations for various playback media.
00:40I have been using LightWave since 1.0 way back in 1990, and I am thrilled to be
00:44able to share my knowledge with you in LightWave 10 Essential Training.
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Using the exercise files
00:00If you have access to the exercise files, I want to show you how those are laid out.
00:03I am going to open up the Exercise Files folder, and what you are going to
00:06see are three folders within here: one called Scenes and one called Objects, one called Images.
00:12I strongly recommend you watch the content directory video that is going to
00:17show you how the structure of LightWave works to pick up all the necessary
00:21files when you load a scene.
00:22That being said, if you don't have the exercise files, I am going to show you
00:26how to create those. But before I do, let's take a look inside some of these.
00:30It's important to know that not every example has a scene file, so you might
00:35find a few blank folders in here.
00:37Some of the Image folders we hadn't gotten into that yet, so Chapter 4 has some
00:42images but Chapter 3 does not.
00:43So if you see a few blanks in there, don't worry about it. But that structure is
00:47there that if you do have the exercise files and you want to save something, you
00:50can save them in those appropriate chapter folders.
00:53Now to set up your own content directory, just create a new folder on your
00:57Desktop or on your hard drive, and you can even call it Projects or Files,
01:01whatever you'd like.
01:02Then within that, you want to create three new folders: one called Scenes--
01:07not Scene but just Scenes, make sure they are exact--Objects, and then one called Images.
01:14And this is a typical LightWave structure.
01:16We are going to set up the content directory to point to this, so the next video
01:21I am going to strongly recommend that you watch that.
01:23It's very important because that's going to help you load your scenes, your
01:26objects, as well as your images, in LightWave 10.
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Working with projects and setting the content directory
00:00If you learn nothing else when working with LightWave, at least learn
00:03the content directory.
00:05Hopefully, you will learn a little bit more than that.
00:07I am going to press D on the keyboard. It calls up the Preferences, and if you
00:11go into the Paths tab, you have this big nice panel of preferences you can set.
00:17This is one of the most important things to learn when you start working with LightWave.
00:21It's one of the things I get emails on mostly.
00:23People load up a scene and they say, "The scene is broken.
00:25I can't find everything."
00:27This is why: if the content directory is not set up properly, your scenes cannot
00:32find their objects and the objects cannot find their images.
00:35You have to remember that when you save an object that's what saves all the
00:38textures. When you save a scene that's what saves all the objects and light
00:43positions and motions.
00:44So, just keep that in mind.
00:46To set the content directory, just hit the Content Directory button and point
00:50to whatever that folder is. And in this case, if you have access to the
00:54exercise files, set it there.
00:56If you've created your own directory, such as Projects, set it there.
01:01So when I go to set one like that and I click Open, LightWave knows where
01:05to look for things.
01:06With Auto-Detect on, if I choose to load a scene from a different content
01:10directory, it will automatically switch for me, making things a lot easier.
01:14You've got a lot of custom paths you can use here, but I don't recommend them
01:17unless you are working with a bigger network of computers and you have to have
01:21images on a certain hard drive and you've got objects on a certain hard drive.
01:25But I always like to keep things within the same folder, especially when it comes to backup.
01:29It's very easy to take that one exercise file folder and move all the folders within it.
01:34So once that's set, I can say Load Scene, and when I hit Load Scene all of those
01:39chapters come up within that Scenes folder.
01:42I don't have to go searching through my hard drive, and if I come to a scene and
01:45I click Load, it's going to load properly, and that is because the content
01:49directory is set up properly.
01:51So, reference that.
01:53If you get errors, make sure you go back and look and make sure everything is in
01:56the right place and that that content directory is set appropriately so that your
02:00scenes load exactly the way you want.
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1. Getting Started in LightWave 10
Understanding the LightWave 3D interfaces
00:00When you start LightWave, you are going to be presented with three programs.
00:03The first and main program is LightWave Layout, and we are going to refer to this as Layout.
00:08Now, a little later we are going to cover this entirely, but just to give you an
00:12idea, what you do in this portion of LightWave is you build your scenes.
00:15This is where you are going to set up your lights--and I am just clicking on
00:18that to activate it--
00:19you are going to set up your cameras, and this is where you are going to render from.
00:23You are going to build surfaces through the Surface Editor.
00:27You can load images, place them in the background, and do compositing--and all of
00:31that we are going to cover in this course.
00:33But in order to create a scene, you need some objects.
00:36The objects come for Modeler, and up here in the top-right, you can see there is Modeler.
00:39Y can also press F12. That will jump you into Modeler.
00:43And this is where you build your 3D models.
00:45Now, if you have imported models from other programs, you can do that all
00:48through Modeler as well, and convert them to LightWave format.
00:51If I hold the Alt key, or the Option key on the Mac, I can click and drag my
00:55rotate and rotate around here in the perspective view.
00:58But each one of these views can be anything I want, and we are going to describe
01:01that in an upcoming video.
01:03But in here we can very simply just create elements, boxes, balls, and whatever
01:08else--and of course model more complex objects.
01:10But the way that these objects get into Layout is through the Hub.
01:14So that is this other little program that runs, whether they are on a PC or on
01:17the Mac, and the Hub is what connects both programs together.
01:21So, we are going to have a whole video on this, explaining what this does.
01:24You are not going to need to go into it too often, but this is what runs
01:28automatically and connects the two programs.
01:31So, wrapping up, we've got three portions to LightWave:
01:34the Hub, which connects Modeler and Layout;
01:37Modeler, where we build all our objects;
01:39and then Layout, which you can get to just by clicking F12 or switch to Layout
01:43right up here on the top-right corner-- and Layout builds our scenes, lights our
01:47scenes, and surfaces.
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Exploring the Hub
00:00The LightWave Hub is what connects LightWave Modeler and LightWave Layout.
00:03When you build a 3D object, it gets set to LightWave Layout via the Hub.
00:07Now, this is all done automatically, and the Hub runs automatically when you
00:11start LightWave Layout or Modeler.
00:12There are a few things in here, however, that you should be aware of, such as
00:17processes showing how certain things are running.
00:20These are something you shouldn't really ever mess with.
00:22So, we are going to close those.
00:23However, what you can adjust are some of the customized color settings. And if
00:28you open up the Options down here, number 6, click that, you can see here's
00:32all the default colors for LightWave.
00:35Now, a lot of people like to change this based on visual appeal, their
00:39environment, or sometimes just the way their eyesight is.
00:41They like to change these colors to make them a little more bold or a
00:43little more subtle.
00:45For this video, we are going to keep everything all the same,
00:47all default, so that we are all working on the same page, but it's just one area
00:51where you can go ahead and change.
00:54When you do this, you want to set your color for an action, a dialog, drag
00:58button, tool, click OK and you are going to have to actually quit LightWave,
01:03the Hub, and Modeler and then restart. That data is then written to the preferences file,
01:08so when you restart, your new colors will be adjusted.
01:11The last thing you could set in the Hub is the Automatic Save.
01:14What this allows you to do, if you just click on it, is set an automatic save
01:17for 1 minute, 5 minutes, 15, 30, or 1 hour.
01:21Now, this is something I usually don't do, simply because if I'm making an
01:25object, scene, setting up some lights, and I make an error, it suddenly may
01:29automatic save kicks in, well, I just saved my error.
01:32It also forces me to remind myself to always save my object, always save my
01:37scene, and not rely on something to do automatically for me.
01:41This is certainly something you can set, but for this course, we are going to
01:43actually keep this set to Never.
01:45So, that's pretty much the Hub. It connects LightWave and Modeler, linking
01:48your object doing both.
01:50It allows you to set a few different options for your system.
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Understanding 3D space
00:00As we get into LightWave Modeler, I want to talk a little bit about X, Y, Z, and 3D space.
00:05I've got this shoe loaded and I just press the A key to bring it to view.
00:08This is on your Chapter 1 Exercise folder.
00:12And don't worry about loading this up right now.
00:14I just want to show you little bit about how I can help you throughout this course.
00:18I am going to go to the Modify tab and press the Move tool.
00:22And when I click and drag up and down with the left mouse, I am moving on the Y axis.
00:27And you can see the offset down here at the bottom-left information panel.
00:30I am going to hold the Alt or the Option key on a Mac, rotate around, and
00:35if move left and right, I am moving on the X axis, and then the Z is forward and back.
00:41Now I have this really stupid way for you to remember, so don't make fun of me.
00:44If you think of crisscross, like if you're crossing your arms or hugging
00:48somebody, that's the X.
00:49Kind of put your arms left and right.
00:51That's the X. Stand your hands up and down, kind of like you're doing the YMCA
00:56dance. Well, that's up and down, Y. And of course think of a Zorro with a whip
01:01slashing it out in front of you. That's the Z axis.
01:05Okay, so just a little easy way to remember and use those views when we get to
01:09all of our four quadrants working in Modeler.
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Working in Modeler
00:00LightWave Modeler is where you build your 3D objects.
00:03Now, when you first open up the program, you are going to be presented with an
00:06interface with four quadrants like you see here.
00:08You are also going to see a ton of tools and panels and tabs.
00:12And people tend to get overwhelmed by all of these buttons and panels and what they do,
00:17but I am going to help you demystify that and really break it down for what you
00:20are really going to need to do on a daily basis.
00:23But first, let's talk about the four quadrants.
00:24Now, these are typically set up in orthogonal views such as the Right view,
00:30the Back view, the Top view, and to explain this further, let me just load up an object.
00:34Over here under the Create tab, there is Primitives.
00:38If you click the More dropdown, you can load up a couple of different primitives
00:42here such as Gear, Wedge, a torus, a capsule.
00:46Let's just load up the capsule, and I am going to click and drag and draw this out.
00:49I am going to explain how to build all of these tools in a little, but first,
00:54with this object, I am going to hold the Alt or Option key and click and drag,
00:59and now you can see I have got an object and you can see it in all three views.
01:02So you are not going to work with four different objects.
01:04You are working with one object and have four views of it.
01:07This view by default is set to Perspective.
01:09We can change this to a top view if you would like, which matches the one on the left.
01:14However, this one is set to Wireframe, so we can change this to a Smooth Shaded
01:18view and it now matches.
01:19This one then could be a Sketch view or Wireframe, a Color Wireframe, and so on.
01:25But I'm going to go back to the typical Smooth Shade and Perspective, and we will
01:31change this back to Top and Wireframe.
01:35In using these views, a lot of times you might feel the need to change them, and
01:39if you do, how do you know which view looks down which axis?
01:43Well, if you look at the right side of each one of these, it says Right and then ZY.
01:48What that means is the Z and the Y are the axes that you can control.
01:53And if you look very closely, right here on the left you can see Z and here is
01:57the Y. This means you are looking down the X axis.
02:00That's what's not included there, and you have control over the Z and the Y axis.
02:05In the back view, you are actually looking towards the back of an object.
02:09Or better, towards the back of a scene because when you get to Layout,
02:13you are going to be in a 3D environment like a 3D scene,
02:16you will be looking towards the back of your scene.
02:18So that's why that says Back view.
02:20It comes from old video production days and this was set up around those
02:25production values. So you are not really looking at the back of an object;
02:28you are looking towards the back of the scene. So you've got to keep that in mind.
02:32This view XY means we are looking down the Z axis, and we can control our model
02:37on the X and on the Y. And by the same token, we can do it with the Top.
02:41X and Z means those are the axes we have control over.
02:45I will just press the T key, which is a Transform tool.
02:48It's also under the Modify tab. And I can move this on the Z or on the X.
02:55So pretty simple. In the top-right, I can click and move.
02:58Now, a lot of people want to click this and then kind of click like this, and
03:02what you are doing is moving the model.
03:04Instead, you want to click, hold your mouse, and move.
03:09Click and hold your mouse onto Zoom and you can zoom.
03:12But notice there is no rotation.
03:13That's because we're working only on the X and the Z. Over in the Perspective
03:18view, however, we can click and hold on the rotation and rotate the view around.
03:23So, pretty easy to navigate.
03:25Lastly, you can click and expand by clicking either one of these top corners
03:30here, and then you can zoom in.
03:31So now you have got a big full 3D view. So if you have got a nice big monitor,
03:34it's very easy to control and manipulate your model in a nice 3D view.
03:39And of course to get back, just click that again.
03:42And to fit your model to view--this is a keyboard command we are going to use
03:45quite a bit--press the A key for Fit All.
03:48That's under the View tab, by the way, if you need it, over here on the left, Fit All.
03:52A few last things you should know: down at the bottom are Points, Edges, and
03:56Polygons, and we are going to talk about that in a little bit, and these are the
03:59elements that make up your 3D model.
04:02There's also Symmetry, so you can work on two axes at one time. By controlling
04:06one axis, the other axis will mirror.
04:10Different modes which we are going to use throughout the course, this is how
04:13your mouse is controlled between Origin, Pivot, and Selection.
04:17And then you've got Sub Division Types; a Numeric panel, which will pop up as we
04:23are building our models to be more specific;
04:25a Statistics panel, and this is quite useful for getting into specific numbers
04:31of polygons, points, or edges, and we'll use that throughout the course;
04:35an Info panel and this is really geared towards point information;
04:41a Surface, this is when we are going to generate a surface for our model and we
04:46will call that back up; and finally, our Make button for creating polygons.
04:51These buttons down here, the weight, texture, morph, create a vertex map, and a
04:55selection set are more advanced specific controls and as we get a little more
05:00further into advanced modeling, we are going to use these.
05:02These all relate to different elements that are going to be controlled
05:06in LightWave Layout.
05:07Lastly, I want to show you up here all of these tabs.
05:12If you take a look as I click through each one of these, these seven buttons all stay the same.
05:19Those are always the same no matter which tab I am in. What does change,
05:23however, is the categories beneath.
05:25And for the majority of projects you are going to do, you are going to work
05:28within the Create tab.
05:31You are going to modify what you have created.
05:32You are going to multiply what you have created, sometimes, and you are going to
05:37construct what you have created.
05:39Very rarely will you get too much into the Detail, Map, Setup, Utilities.
05:44These are commands that you use infrequently. The majority of controls are up here.
05:50These categories are set up for you to just work your way through, so you're
05:55going to create a model with primitives.
05:58You can create text models.
06:00You can build points.
06:02You can create polygons or build curves.
06:06You can modify those by dragging them and moving them.
06:09You can rotate them and transform them, sizing and stretch.
06:13You can multiply them, so you can build a curve for instance, and then you can
06:17lathe it, which is this tool right here.
06:19It's also known as a rail extrusion.
06:23You can also do smooth shifts. Sometimes Lathe
06:26I believe in other programs it's a loft.
06:28You can duplicate with mirroring.
06:30So it's very simple to work your way through.
06:32You just need to think about what you're doing and work through it one step at a time.
06:37So LightWave Modeler allows you to create models, edit models. Very easy to
06:42access the interface from different angles and different shading views, make your
06:47modeling quite easy.
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Working in Layout
00:00LightWave Layout is where you assemble your scenes.
00:03I've gone ahead and loaded up the shoe object from the Chapter 01 folder, and
00:06you can also see that the default light and camera are also in here.
00:11Now, you can have as many cameras as you want, and I have just clicked on it to select it.
00:15You can have as many lights as you want.
00:16And as we build our scenes throughout this course, you will see that we will use
00:20multiple lights and even multiple cameras.
00:22But I want you to consider Layout as a virtual TV studio, with your lights, your
00:27cameras, and your actors being your objects.
00:31Now, navigating through here is quite easy.
00:32I am just holding the Alt or Option key--
00:35Option on the Mac, Alt on the PC-- but I can also do that up here in
00:39the top-right corner.
00:40If I click and hold on this second icon, I can move around.
00:45If I click and hold on the third, I can rotate, and click and hold on the fourth is my zoom.
00:52But what's this first button do?
00:54Well, this one I don't actually click and hold on.
00:56This one you just select and it automatically locks, and what that does is it
01:00automatically centers whatever is selected.
01:03So, I just click the light and it automatically centered.
01:06If I click the camera, that automatically centers.
01:09It's a great way to navigate to a more complex scene.
01:13So I've got a quite a big scene here, and I need to get in close on an item. I can select it.
01:19It will center it automatically for me, and then I can click and zoom in,
01:22making it very easy to see, check my textures, check lighting, and so on.
01:28And I can click it just to unselect.
01:30Up at the top, you've got Items, Modify, Setup, Utilities, Render, View, and Modeler.
01:38Modeler tools we are going to cover a little bit later, but I want to talk
01:42about the Items and the Modify tabs.
01:44Over here, these tabs, very similar to LightWave Modeler,
01:47control loading objects, adding items to the scene such as lights and cameras,
01:54and then once those are loaded, you are going to modify them in some way.
01:57You are going to translate, a move.
01:59You are going to rotate, transform.
02:02You can size and stretch.
02:05If you go to Setup, this is going to get into our bones for character
02:08deformations, and then we are going to jump to Utilities for different LScripts
02:12and Plugins for additional tools.
02:16But for the most part, we are going to work between these two tabs.
02:19So, just like in Modeler, you shouldn't be overwhelmed by all of the buttons and tabs.
02:23We are going to spend most of our time in these first two.
02:26But notice as I go through each of these tabs, this whole series of
02:30buttons stays the same.
02:32So, once we learn these, that's just a lot less you have to worry about.
02:36We are going to use like a lot of keyboard equivalents for navigating, making
02:40things a lot simpler for us, but I'll also show you where all of those buttons are.
02:45Down at the bottom is an area we are going to cover quite a bit, and we are
02:48going to work in this throughout the course.
02:50This is our Timeline, and this is how we create animations.
02:55By default, we have 60 frames, which is 2 seconds at 30 frames per second,
02:59starting at 0, ending at 60.
03:01When we get to our Preferences, I will show you how to change that and make a
03:06default longer scene.
03:08In the bottom-right corner, you've got your play controls from going to the
03:11beginning of your animation to going to the end of the animation or to just
03:16simply hitting the Play button.
03:20In the middle, we've got our area for creating keys and deleting keys, and this
03:23is what sets an object in motion over time.
03:27And then to select certain items if you don't want to simply just click on it in Layout,
03:31you can use the dropdown--and often you are going to have to do this when you
03:34have a very complex scene.
03:36So, you would say I want to work with objects and I select the objects.
03:39I want to work with lights and you would select your lights.
03:42Whichever component mode you are in-- Objects, Lights, or Cameras--you can
03:47then click Properties or press the P key to open the properties for that selected item.
03:53Press P key again to close it.
03:56Lastly, down here--and it's very hard to see.
03:59It's a little tiny button off to the right of the current item--
04:02if you click and open that, you are going to get this nice little panel that you
04:05can actually leave open.
04:06If you are working with a dual monitor setup, it's actually something nice to
04:09put off onto another screen.
04:11This is your current item selector.
04:13Now, I generally use this when it comes to objects, and I will click Objects,
04:18open that up and I'll close this camera one.
04:20We don't need that.
04:21And when I have a lot of objects in my scene, it's a very easy way to select
04:25simply by clicking on those particular objects I need.
04:28You can filter, you can change the way selections are handled, and you have
04:33different actions for sorting a full list of objects. Quite handy, and we will
04:37use that in the course as well.
04:39So, LightWave Layout, where we are going to do all our animations, create up
04:42our scenes, our lights, our textures, and render out animations.
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Selecting elements
00:00One of the first things to know about working with models is how to work with
00:03selections. Well, what are you selecting?
00:05You are going to select points, edges, or polygons and that's these three buttons
00:09down here at the bottom of the screen.
00:11Well obviously you need a model to do that,
00:12so let's load one up.
00:14Go to the File dropdown menu, and one thing I should point out:
00:17you doesn't need to click right on the little dropdown arrow.
00:19You can actually click anywhere on the button.
00:21So click and then choose Load Object and from your Objects folder in Chapter 01,
00:27load the Shoe, and you'll see that that shoe loads right up, and you press the A
00:33key. That will fit all.
00:35So here is our shoe.
00:36Well, what would you select and why would you select it?
00:39Well this model is pretty much done, but let's say you want to modify it because
00:43the guy has a really big foot.
00:45So, you need to stretch it in some way.
00:49Well, if I came over here to my Modify tab and I came down and chose let's say
00:55Stretch and I click and drag, I can stretch it out.
00:58Well, that's not quite the look we want.
01:00He is not really a clown, so I'm going to do a Ctrl+Z on the PC, Command+Z on the Mac.
01:06So I am going to come down to Points, and I will select that down at the bottom
01:10and that tells Modeler I want to work with the points of the object.
01:13Well, points make up polygons.
01:14It's kind of like connect-the-dots, and I want to select the points all in this
01:20toe area, down here at the bottom-right.
01:22But something is going to happen.
01:24This is set to Smooth Shade.
01:25So now I hold my right mouse button--and if you're on a Mac and you only have one
01:30button mouse, go out and get a two button mouse and if you don't have one right
01:34now, hold your Command key down, and then you could select a Lasso
01:39selection like that.
01:40But look what happens.
01:42Because I am in a Shaded mode, only those points visible to me get selected.
01:46If you look up here in the Perspective view or even in this Wireframe view, only
01:51those front points gets selected.
01:53So I am going to press the Question Mark/Slash key on the keyboard to deselect, and now it's
01:57going to work universally with edges and polygons.
02:01So keep that in mind.
02:01I am going to change to Wireframe view, and then I am going to select
02:06these points like this.
02:08Then if you notice, points are selected all the way through.
02:11When I come over and go to Modify and Move, now I can actually move just that selection.
02:19Clearly that's not something you are going to want to put your foot into, but
02:24my point here is showing that instead of stretching the whole object, you can
02:28select different elements--an element being a point, an edge, or a polygon--and
02:32adjust those accordingly. So think of this.
02:36When you have nothing selected like this, whatever you do applies to everything.
02:42So if I hit the T key, well, everything is going to move.
02:45I will do Command+Z to undo.
02:49If I have something selected, whatever I do is going to apply only to that.
02:56So the process is, select, perform an action, deselect. It's that simple.
03:04Just try not to get overwhelmed, and do things one step at a time.
03:08Now when you're using these tools, you can select it just like that with your mouse.
03:13You can then press the Spacebar to turn it off. And if you look down here at
03:18the bottom, if you press your Spacebar, you will cycle through Points, Edges and Polygons.
03:24Up in your top-right, you are going to see a row of buttons.
03:27These are your layer buttons.
03:29I am going to click the second one creating new layer,
03:32just so we have a new workspace, and I am going to draw out a box just like
03:39that, and then I will click the tool again to turn it off.
03:46Under Points, if I click and mouse over, I am selecting points, and I am holding
03:52the mouse down as I do that.
03:54But what happens if you press your forward slash to deselect and then decide well I do want
04:00to select those after all?
04:01I will click on a point. I will let go over the mouse.
04:04Well if I go to click now on the other point, I can't select it because I
04:09have let go the mouse.
04:10Selections and de-selections toggle, which means as soon as I select something,
04:14let go the mouse, then click again, I deselect.
04:18Let's jump to the Polygons down at the bottom.
04:20Polygons are going to be created when points are put together.
04:25So we had four points that now have created this polygon.
04:28If I click up here in the Shaded view, you can see that polygon is
04:31highlighted and selected.
04:32I have let go the mouse. Then I click again.
04:36I deselect. So, that toggles.
04:39So what happens then if you need to add to your selection? Hold the Shift key,
04:44and then I could add to that selection.
04:47By the same token, I can hold the Ctrl key and deselect.
04:51It's a very easy to do without much effort. Control, deselect, and Shift to
04:58select. Or simply hold down the Question Mark/Slash key to deselect all.
05:06If you click and hold your mouse and run it across, you can select everything as well.
05:10Now this will make more sense as we start building an object, and I will
05:14reinforce this with your commands.
05:16So selection and de-selection are something you are going to do throughout your
05:20modeling process, whether you are building objects, converting objects, building
05:24text, working with curves;
05:26you're always going to be selecting or deselecting points, edges, or polygons.
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Identifying the elements of a 3D model
00:00So when we talk about a model, you are probably wondering, what actually is a model?
00:05Well, let me show you.
00:06If you come over to the Create tab, under the Primitives category you have got a
00:10Box, a Ball, a Disc, and a Cone.
00:12It's very simple primitive objects.
00:14Under the More dropdown there is Capsule tool as well as some other solids
00:18that you can work with.
00:19Let's choose the torus, also called Toroid, and what happens as you get this
00:24nice little numeric panel that comes up and you can choose the number of
00:26sections, number of sides, the radius of this torus, start angle, end angle.
00:31So we are pretty much going to keep this as its default
00:35full 360-degree rotation so that it looks like that.
00:38Not something too useful, but it will work for our example here.
00:42If you're building this more for a real project, you would want to add more
00:46segments and more sections to it so that it has more detail.
00:50These days with the power of computers you don't need to have simple
00:53primitives like this.
00:54In years past you had to in order for your system to keep up, but these days you can
00:59actually do a very nice detail object.
01:01But if you take a look at this wireframe, you will see that there is number of
01:04lines as well as points.
01:06Now let me expand this by clicking the top-right corner here of the top quadrant.
01:11That expands that to a single view, and then I will click and drag on my Zoom
01:14tool just to zoom in a bit.
01:15So you can see here that there's a point in between each of these lines and then
01:20lines connecting each one of those.
01:21But what those are,
01:23there are points, also known as vertex.
01:26These vertices connect in between each one of these lines to create a polygon.
01:33So four points have edges between them, and I will jump to Edge mode here just
01:38by clicking at the bottom and then selecting my edges.
01:42Each of those together makes up polygons, and I am going to expand my view back
01:47to a quad view, and a polygon is what you end up with. And I will do Shift+A on
01:53the keyboard to bring that selection to view.
01:56Also, you can go to the View tab and Fit All and Fit Selected.
02:01So what we normally do is a,
02:03Fits All. Fits Selected brings what's selected into view.
02:08So points make up polygons, and as I mentioned earlier, it's kind of like connect the dots.
02:13What happens though, if you take out one of these?
02:16So if I have this polygon selected and perhaps I go to Edit > Cut, you get a hole.
02:24It's just removed.
02:25But notice that's there is nothing inside there.
02:29The reason for that is that polygons are one sided, and if you take a look, well
02:34how do you know that that's really facing the right way?
02:37Sometimes a polygon might not be deleted.
02:40It might just be facing the wrong way.
02:43That can happen from time to time when you're importing models, connecting parts
02:46of models with other points and edges.
02:49For instance, I am going to rotate around here so you can see.
02:52We will hold Alt, Option key, Alt on the PC, Option on the Mac.
02:57Select one of these and if you press the F key for flip, it flips the polygon.
03:03So while it looks the same as this polygon being removed, it's really not.
03:08It's actually just flipped inside.
03:11So, how can you tell?
03:13Well you can do that by showing the surface normal.
03:15So if you press the D key, you will get your Display Options, and there are a
03:20number of different panels in here, but in this very first tab called the
03:24Layout tab, you can turn on Show Normals. And when I do that--I will just close this panel here--
03:31you can see a little dotted line come out from the polygon and that shows which
03:36way the polygon is facing.
03:38So if you take a look in this Top view here, you can see that it's facing inward.
03:42There actually is a polygon there.
03:44So knowing that, I can press F to flip it out the other way.
03:48So that's something to keep in mind just when you're working with these polygons,
03:53to know which way your surface normal is facing.
03:56Now if you had a model that had a hole in it for some reason, you accidentally
04:00deleted it a polygon, how would you reconnect that?
04:03Well I am going to press the right corner here and expand this view.
04:06I am going to work in Point mode, so I will select Points at the very bottom of
04:10the screen, and that allows me to select points.
04:14Notice that I still have points selected over here from earlier when I was
04:17just talking about them.
04:18I am going to press the Question Mark/Slash key on the keyboard to deselect those,
04:23hold the Alt+Option key to rotate around and then with the Point mode on, I am
04:29literally going to hold my mouse down and run across these points.
04:35Now something has happened here other than selecting four points I have selected five.
04:38I can tell that because number one, I can just see it right there.
04:42But down here at the bottom-left, look how it says Sel. That means selection. It says 5.
04:46Five what? Five points. That's what I have selected.
04:50So by holding the Ctrl key, and clicking on the point I don't need, I can deselect that.
04:54Now that I have got the four points selected, I can make a polygon by pressing P
04:59for polygon, and now I have reconnected.
05:01I will expand back to a quad view, come out, and my object is whole again.
05:08So just a simple explanation of how these elements are built, whether it's
05:12something you're going to build on your own or whether it's a primitive you
05:16views from the included shapes.
05:18Either way, points, edges, and polygons are what make up your model and what you
05:23are going to be using in our upcoming videos.
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Using the Numeric panel
00:00Every once in a while when you're building a model you want it to be more specific.
00:04So for instance if I came to the Create tab and in my Primitives category I
00:08say let's just draw out a ball here. And I am drawing out the ball and okay,
00:11that's pretty good,
00:12but I don't know if that's really 100% even on all sides.
00:16I can see my position and rotation and everything down here on the left,
00:21but what if I wanted it to be more accurate?
00:22Well, the way to do is with the Numerics, and that's right down here at the bottom.
00:25You can also press the N, as in Nancy, called the Numeric panel.
00:30In this panel, I can set the number of sides.
00:32So let's say I want it to be a little more detailed. I'll say 48. And I'd like to
00:35hit the Tab key between sections here.
00:38One thing in LightWave, you want to make sure that you Enter or Tab out of these
00:43boxes; otherwise that value won't take.
00:46For Segments, I'll double that as well, 24.
00:48There you can see that I've got a nice quad mesh all the way around the model,
00:53but it's a lot smoother than it was by its default.
00:57But the center is off.
00:58I want it to be perfectly centered on the X, Y, and Z axis.
01:01So I'll press 0 for the X.
01:03That moves it over. 0 for Z, and that moves it over.
01:08But there is my issue with the Radius.
01:10See I visually couldn't draw it out even, but now numerically I can.
01:14So I can say 100 millimeters, Tab, 100 mm, Tab, 100 mm. That's it!
01:24Perfect even ball, 100 millimeters in size, and then I can turn off the Ball
01:29tool, and notice that the Numeric goes blank.
01:32Now a lot of people what they like to do is place their Numeric panel on
01:35another monitor, or they can scale their interface over like this, and they
01:42leave their Numeric open.
01:43So as you're working, that panel can be there.
01:46I don't typically do that.
01:47I just usually press the N key and call it up when I need to, but the option is
01:51there if you like just the same.
01:53Now if I go to the Box command for instance, and I draw a little box here, and I
01:57want this to be exact, I can press the N command, open up my Numeric, and
02:02again, go through and you'll see that now I have a little bit different setup.
02:05I still have Width, Height, Depth, number of segments for instance.
02:11If I want to make a little bit more detail, I can just click and hold and drag
02:15and create segments.
02:17The reason I would create segments on this box was let's say I was making a
02:20building and I wanted to put windows in. Or perhaps, if I wanted to bend this
02:25box, you can't bend it if it doesn't have any segments.
02:28So think of a solid wood door for instance.
02:31If you try to bend that door, it would crack.
02:33That's kind of what would happen to your polygons;
02:34it would just break apart and wouldn't work right.
02:37But think of a screen door that's made up of a number of different segments
02:40like this, kind of like a ball--more malleable for instance--it would actually bend smoothly.
02:45The more segments you have, the smoother you can bend and manipulate an object.
02:49But there is a balance;
02:50you don't want to over-build an object either.
02:52So as we build models in this course, we'll definitely go ahead and show you
02:57what's the proper usage:
02:58not too much, not too little, somewhere right in the middle.
03:01But using Numerics can really help you get precise models, precise position, and
03:06setting the right values for any object you create.
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Using layers
00:00Now you have probably asked yourself when working in Modeler, what the heck are
00:03these buttons up here?
00:05Well, those have been in LightWave since the very early days back in 1990,
00:09a long time ago, and they've always worked the same, but they work even better
00:13now with version 10.
00:14What these do, it's similar to Photoshop, where you can create layers for
00:19an individual object.
00:20So what I'm going to do is actually just build a very small simple object and
00:24show you how those work.
00:25So we're going to start with a box, just select that from the Create tab, and
00:30we're going to build the most awesome race car. You'll see.
00:33I'm just going to center this out, and this is remembering the segments I had
00:38set in the Numeric panel, so that's fine.
00:41And I'll turn that box off.
00:42When I build this, we've a small white dot that appeared up in number one.
00:48We are in layer one.
00:49That little dot means there is geometry in that layer.
00:52Now, I want to create a wheel and later on when I get to Layout, I want that
00:57wheel to be able to animate.
00:59If I build it in the same layer as the body of the car, which is what this is
01:04representing, it's not going to animate separately.
01:06So it needs to be in its own layer to animate separately.
01:09So we'll click a new layer.
01:11Now our object is not deleted and it's not gone.
01:15You can see there is still a dot up in that layer right there, in layer 1.
01:17We are just in layer 2.
01:20To make layer 1 visible so we have a reference, you click beneath that slash.
01:24You see that half slash right there?
01:27That is now a background layer.
01:28We're going to refer to those in other projects.
01:31So the solid layer is our foreground. The background is the slash, the bottom half.
01:37So with that now set up, I can go to my Disc, I can click and drag, and just drag
01:44out a wheel, and go to my Top view and drag out that way and turn off the tool.
01:49Now remember, when I turn off the tool, my object is created.
01:53I cannot turn the tool back on and manipulate this more.
01:56I end up creating another object entirely.
01:59So you just have to be aware of that that once that tool is off,
02:02your model is built.
02:03You can edit it, but you can't go back and use the original tool to recreate it.
02:08I'm going to press the T key, which is the Move command from a Modify tab, and I'm
02:14going to move that over.
02:16And this is the advantage of having a background layer.
02:18Now, I know where to place that model.
02:20So what about the other tires?
02:22Well, we can copy and paste. And if you're on a PC, you can use Ctrl+C.
02:27If you are on the Mac, you could do Command+C. Go to New layer, Command+V or
02:34Ctrl+V on the PC, to Paste.
02:37But how do I know where to place this?
02:39Well, if I click the background, I can see the background of the other wheel.
02:43How do I select two of them?
02:46Just hold the Shift key and now you can see two background layers.
02:51And with the Move tool still selected, I can move this over.
02:54But I still have one copied in my system memory.
02:58I can go to the next layer, paste it down, hold the Shift key, and select
03:04these background layers,
03:06move this to the other side, and then do it one more time. Layer 4, copy this to layer 5,
03:15hold the Shift key, and I can just move this over.
03:20So now I have five layers. Each one of these can be animated separately.
03:26But when I get the Layout and I move this car, the wheels will not move with it.
03:31They are all independent objects, which brings me to this little dropdown here.
03:37It says 'Unnamed' with a little asterisk.
03:39That means my object is not saved.
03:41So let's do that and say File > Save Object.
03:45I'll go to my Exercise Files > Objects > CH01, and we'll call this SimpleCar,
03:53and now the saved object is right there and that saved object has five layers.
03:59Now I'm going to press F7 and what F7 does is brings up my Layers palette.
04:05You can also access this from the Windows dropdown.
04:09This gives me control over my layers, and if I open this up, you'll see here are
04:14the five unnamed layers.
04:16And top is the object itself that we just saved.
04:20If I select one of these, I can choose quickly that particular layer.
04:24So if you've got a very large object, you can easily get to any layer you want
04:28just by clicking on it, rather than clicking on these.
04:32The number one up here means this is the first set of 10 layers.
04:35You click this little arrow. Now you're in the second set of 10 layers.
04:39So you could have unlimited layers.
04:41So I want to name this.
04:43I'm going to double-click it and I'll call this 'CarBody' and click OK.
04:48Now that layer has a name.
04:50Double-click this, and let's say the car is facing to the left.
04:54We will call this PassRearTire.
04:59But I want this tire to be parented to the CarBody,
05:03so right there I can say parent to the CarBody.
05:06And what parenting means is that when the body goes, the wheel will follow with it;
05:10it is the child of the CarBody.
05:14Click OK and we can see it's named.
05:18Double-click this one, PassFrontTire.
05:22Let's do it with two S's, and parent that to the CarBody.
05:28Double-click this one, and actually I take that back:
05:30this should be passenger. I mislabeled these.
05:32PassRearTire, I'll rename these, and that is the advantage of doing it this way.
05:41And this one is now the Passenger Front and parent it to the CarBody.
05:48So let me go back here to this one, double-click, and this is the DrivRear.
05:56So very easy to make changes in case you mislabeled something.
06:00You can't do this in Layout.
06:02And this is what's good about parenting and getting all these together in the
06:05Layers panel in Modeler.
06:07So now I've a SimpleCar with the CarBody and five layers total for the SimpleCar itself.
06:14Now, I want to resave this because notice there is an asterisk right there
06:17that had popped up.
06:18So I can just do Ctrl+S on the PC or Command+S on the Mac and the asterisk goes
06:23way, meaning I just resaved my object.
06:26One last thing with the numerics is that you can see the numeric numbers.
06:30Their order doesn't necessarily matter; their hierarchy does,
06:33meaning how they are parented. And there is a little arrow right here which a
06:36lot of people don't notice, but if you click it you, can say List or Hierarchy.
06:40And when I choose Hierarchy, now I can actually see that okay, the four tires
06:45are parented to the CarBody. That's why they are indented.
06:49The last thing is this eyeball, and what that does, it turns off the visibility.
06:55Well, I just clicked it and you can still see the object, right?
06:58The reason is what this will allow you to do is send this object to Layout
07:04and let's say I turn the driver rear and the passenger rear tires off, and I save this object--
07:13let's just choose this bottom one, Send Object to Layout--those two tires are missing.
07:20If I jump back to Modeler by clicking the button here, all of my tires are
07:24still there, and if I hold the Shift key and select all these layers, I can see them all.
07:29Well, the Visibility, this relates to Layout only.
07:32Your object will always have the model, unless of course you delete the layer.
07:36But this Visibility on or off will allow you to turn off the render in Layout
07:43for that particular object.
07:44So, it's quite handy if you're using models just to build, if you are using
07:47models just to cut holes and things and you don't want to delete them, but you
07:51want them part of the object.
07:52You can keep it simply by turning off the visibility.
07:56So the Layers panel is very handy, very useful.
07:58Front and Back is the F and B, so you can choose right there to put whichever
08:03layer you want in the front or the back. And you're going to use this simply to
08:07animate different layers.
08:09It's also good to protect models.
08:11Let's say you built a very big lamp and you've got the light bulbs and the
08:15lamp is very intricate.
08:16You could use another layer to build the light bulbs and just keep that clean,
08:20so you're not destroying what you have already modeled.
08:21It's just a very smart way to work whether you are animating or creating still objects.
08:27So the Layers panel is very useful, very informative like your Numeric panel and
08:31something you should be aware of, and use it often so you can control your model
08:34and name them properly and set the proper hierarchy.
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Using the Statistics panel
00:00Every once in a while you need to specifically select a point, an edge, or a
00:04polygon in a model--sometimes so much so that your mouse can't get to it.
00:08So let me load up an object that we've used.
00:11So I am going to come here to the File menu, choose Load Object, and we're
00:14going to load the OneLeftShoe from the Project folder. Press the A key to fit that to view.
00:19Let's say for some reason I want to select the purple around here.
00:26I can just click and drag my mouse to select these polygons, and you can see
00:31it's kind of a pain.
00:33So what's a better way to do that?
00:35That is where the Statistics panel comes in.
00:37That can be found right here at the very bottom of the screen.
00:40Just click that button or press the W command;
00:44that will open up panel as well.
00:47What this panel do is allow you to see the total number of polygons, points, or
00:52edges depending on which mode you're in.
00:54Since we're in Polygon mode--you can see that down at the very bottom of the
00:57screen--the Polygon Statistics come up.
01:00If I choose Points, the Point Statistics will come up, and so on.
01:03We have 1987 Polygons making up this model.
01:06We can see that it does not have any curves or subpatches, and we'll talk about
01:11subpatches or subdivisional surfaces a little bit later in the course.
01:15But if we move down we can see that there's a number of polygons that are made
01:19up of three vertices.
01:20Vertices, of course, are points.
01:22So it's 335 of them that are made up of 3. They are somewhat triangulated.
01:28Then we can see that we have quite a few that are non-planer.
01:32Now what non-planer means, if I click this plus, you can see that the majority
01:36of the shoe gets selected.
01:38Non-planer means that they are moved beyond the normal plane--the plane being
01:44an X, Y, or Z axis.
01:45That doesn't mean it's bad, but it could lead to some render issues a little bit later on.
01:50But we're not going to worry about that at the moment because the shoe is looking okay.
01:54But what if I wanted to select that purple?
01:56Let's go back to that.
01:58Here under the Surface dropdown if I click the arrow, here is all the surfaces
02:03that make up that model.
02:05I can very simply choose one, such as TopTrim, and then I click the plus.
02:14Now, all the purple is selected, allowing me either to edit it, remove
02:19it, anything I want.
02:22But it saves me all the hassle of going in and trying to select it by hand,
02:25which number one, I could select something wrong, or number two, not select what I need.
02:30To deselect, I can just click the minus.
02:32If I had created different parts for the object, I can do the same thing as well.
02:37So that is why the Statistics panel is often very good to use to really help
02:41your workflow and speed things up as you're working through your model.
02:45Try and use it once in a while when you're specifically trying to select,
02:49color, or change a model.
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Working with menu and keyboard configurations
00:00LightWave Layout and Modeler have their menus and keyboard equivalents
00:04pretty well worked out.
00:06For instance under the Surface Editor, you can see there's F5, for keyboard
00:09equivalent F6. The Create menu has a nice organization, but every once in a
00:14while you might feel the need to customize that.
00:16You can do that pretty easily.
00:18So here in LightWave Modeler I am going to go up to the Edit dropdown.
00:21I'll click that and choose Edit Menu Layout.
00:24You get this very nice Configure Menus panel that pops up.
00:27Here you can literally see the entire layout of menus and tabs as they're set up
00:32currently as the default.
00:33But let's say you wanted to add your own button for some other tool that you
00:36might feel the need to use pretty often.
00:39So what I'll do is I'll come down here to let's say the Main menu.
00:42Here is my Image Editor.
00:43That's this button right here.
00:45And I want to add something right beneath it.
00:47So I'll select that Image Editor, and then I'll come over and find a new tool,
00:51and these are all the tools in Modeler, organized pretty well.
00:55Let's say I just wanted to center something.
00:57So what I'll do is I'll come over to Modeler Tools.
01:00I'll expand that and you can see all the different Modeler tools in there.
01:03Now these are mostly ghosted because they have keyboard equivalents already.
01:07That doesn't mean you can't assign a new one.
01:09So I am going to select Center 1D, meaning 1 dimension, 1 axis.
01:15With that selected, plus the Image Editor selected, I can say Add.
01:19And it adds it right beneath the Image Editor.
01:22It doesn't add it to the Image Editor button,
01:24it adds beneath it.
01:25Certainly you can click and drag this around if you like, but we just want
01:29to put it right there.
01:30But let's say you wanted it to separate.
01:32So I can say I'll select Image Editor and say give me a new divider.
01:37That puts a divider in there to help me organize, and then I could say even a new group.
01:42I can drop that into my new group.
01:45Select the new group and I can say Rename for instance, and I'll call this Dan's Tools.
01:53Now I have my own dropdown menu of tools that work just for me. It works pretty well.
01:59So, very easy to set this up.
02:00If you feel the need to go back, you can go to the Presets and choose Default,
02:06and everything will go back to where it was.
02:09You can also choose a studio production style and you can see that the whole
02:14interface completely changes.
02:16You can choose a 9.6 style for a previous version of LightWave or even go back
02:20to the old 6.0 from the year 2000, which is a very minimalistic approach.
02:26For this course we're going to keep everything Default.
02:28But for those of you that like to modify, that's a really good way to do it.
02:32Along those lines, if you go back to Edit, you can choose Keyboard Shortcuts and
02:37in here working very similarly the way you did with the menus, you can create
02:41your own keyboard shortcut.
02:43So let's go ahead and set one up.
02:45On the Mac, I like to change my Function keys.
02:49On the PC, they're already set for you.
02:51So if you press F2 on the PC, your object will automatically center.
02:56On the Mac, it's not quite as easy until you change those Function keys back
02:59in your system preferences. But instead of doing that, I can just reconfigure that Center tool.
03:05The way I am going to do it, see the Center Data, mapped to F2?
03:10I can actually map that to a different key if I want.
03:14But I don't know where it is,
03:15so I am going to hit Find.
03:17When I did that, it automatically found where that command is on the left side. It's under Modify.
03:23Well then I can select an empty keyboard equivalent, such as F10, and hit Assign.
03:29Now I've got it in two places.
03:31I'll click Done, and let's just say I go to a little ball off scale here and I
03:38want to center it, I'll press F10.
03:42That automatically centers with my new keyboard equivalent.
03:45When I create keyboard equivalents you'll actually see them listed to the right of the tool.
03:50So you can create one for the Disc, the Cone, Text Layers, and so on.
03:55Most of the basic initial functions have them already assigned, but if there are
03:58other tools you use, you can set them up yourself.
04:01So, configuring menus and keyboards are quite easy to do and help you customize
04:05so you can have a much better workflow working with LightWave Modeler or Layout.
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2. Modeling with Polygons
Working with geometric shapes
00:00When I started using LightWave about 20 years ago, geometric shapes were simple
00:05objects, nothing more than this, and they still are today.
00:09However, the promotions always said that you could build just about anything
00:12with these, and well, while that sounded great on paper,
00:16when I really got to it, I really didn't know what to do.
00:19As I've learned though, and what I'm going to show you, is how these simple
00:22shapes can really be turned into some very nice-looking objects.
00:26So I just did a Command+X, Ctrl+X on the PC, to cut those away.
00:31I'll press the A key to fit, and that kind of resets my view.
00:34What we're going to start with is a disc.
00:35We're just going to build a simple credit card, and we're going to use a disc to do it.
00:39All right! So, I'm going to draw out a little disc, and I'm going to press N for Numeric.
00:44The reason I'm going to that is because I want to make sure that my radius is
00:47equal on those two axes, the X and the Z which they are,
00:51X and Z working in the top view.
00:54It's 250 mm, and that's fine. I'm going to close that out and turn off the tool.
00:59I'm going to press the A key. That fits it to view.
01:03Now here's a new tool that I've not shown to you yet. It's called Kill.
01:07I'm going to press the K command, which is K on your keyboard, and it kills the
01:11polygons so that you can adjust the points.
01:14What's nice about that is that allows me to use those points to create something else.
01:18So in Point mode down here at the bottom, I'm going to use my right mouse to
01:24Lasso+Select pretty much like 45 degrees, 45 minutes you should say if it's a clock if
01:31you're looking at it. I just want to keep this top-left quarter. And I'll press Command+X on the Mac,
01:37Ctrl+X on the PC, to cut those away.
01:38Then I am going to go to Multiply, and choose Mirror, and right about here,
01:44it doesn't necessarily matter, just cross the axis even, I'm going to click and
01:48drag up and let's move over, so we can see it, and I've just mirrored across the X axis.
01:53Let me do it one more time so you can see it.
01:57I'm going to Undo, which is Command+Z on the Mac, Ctrl+Z on the PC, and just
02:02right here on the center Z axis I'm going to click and drag up, and that mirrors that over.
02:07Earlier I mentioned about the Numerics and if you click the Numeric button,
02:10you can see that you can control which axis you're mirroring across right here as well.
02:14I'm going to turn off the Mirror tool, and you'll see that now I have two sets of
02:19these, and I can very easily mirror those again just by clicking and dragging to
02:24the right, and now I've mirrored that double set back over the Z axis.
02:28Well, it doesn't look like much, but what I can do with these points is connect them.
02:34So with Point mode selected at the bottom of screen, I'm going to click and hold
02:37my mouse down, and in order--now this is important--click in order, because if
02:42you go out of order, this won't connect correctly.
02:45It's kind of like connect the dots, and you need to connect in order to make the final shape.
02:51So I'll just select like that, then I'll press the P key, which means make polygon.
02:56What I've done is created a nice shape with rounded corners just from a simple disc.
03:01Now this looks like a cool modern business card, but let's say we want it to be
03:05more of a credit card.
03:06Well what I can do then is use my right- mouse button around one group of points,
03:10go to Modify, select the Move tool, and holding the Ctrl key, I can constrain my
03:15movement and just move those over.
03:19Turn off the Move tool, click the Question Mark/Slash key to deselect.
03:23And remember, I had pressed F10 as a keyboard equivalent to center.
03:27I had set that up in a previous video, and you can also press F2. And now I've
03:32centered that out perfectly on the 0 axis.
03:35Now it's a little bit too round to be a credit card, but that's okay.
03:38We can adjust that.
03:40So I'm going to zoom back out, and I'm going to press Shift+H, which is also the
03:45Size tool down under the Transform category, and I can click and drag and size
03:50this up, just to make it a little bit bigger.
03:52Turn off the Size tool, and zoom back out, and we've got our shape.
03:57Now from here we can extrude, we can bevel, and even create more detail in this.
04:03The advantage of using geometric shapes is that we can create a basic point
04:07structure to build something else upon it.
04:10When you have certain corners that need to be perfectly round, it's very hard to
04:13line those up on their own, but by using a disc, using the primitive we can use
04:17that structure to build something more complex.
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Using Extrude
00:00One of the most common tools in LightWave Modeler is the Extrusion tool.
00:03You're going to use this for all kinds of things, from buildings to text to
00:07perhaps credit cards.
00:08So let's go ahead and extrude an object to build a credit card.
00:13I'm going to go to the File menu and choose Load Object, and from the exercise
00:17file, we're going to choose the 02_02_CreditCardBegin file.
00:21This is a flat object that we're going to adjust and make into a credit card.
00:26Now, the corners are a little bit too round to be a normal credit card.
00:29It's good for maybe a business card or a plaque or sign of some sort, but let's
00:34say you wanted to change this. How would you do it?
00:37Well I want to scale down the corners.
00:39So what I'm going to do is just right-mouse around these points, and I'm in Point
00:43mode down here at the very bottom of the screen.
00:46I'm going to go to Modify and then choose Size, and paying very close
00:50attention to this bottom-left quadrant down here, this bottom-left corner, I want to watch my Scale.
00:56Now look what happens.
00:57When I move my mouse, look at the scaling towards my mouse.
01:00That's not really what I want.
01:01You can also see that down at that bottom corner there it says 58%.
01:05So I want 50% scale on these.
01:07However, I don't want to move when I do it.
01:10So I'm going to Command+Z to undo on the Mac, or Ctrl+Z on the PC, and then under
01:16modes at the very bottom of the screen, right now it's set to Mouse.
01:19What that means is when my computer mouse was centered in the screen, or wherever
01:23it was, the action was going towards the mouse, and in this case I want to it stay
01:28based on the selection.
01:30So when I choose that,
01:31Action Center set to Selection, I'm just going to click and drag, and now it
01:35stays put no matter where my mouse is.
01:37You can see that that stays in place.
01:40With my Action Center set to Mouse, that action will move towards the mouse.
01:44So in this case we're going to move it down and scale it 50%, taking a look at
01:48the scale in the bottom-left corner. And then I'll turn off the scale with the
01:52Spacebar, press the forward slash to deselect, and then I'll do the same to these.
01:58Select the Size tool and I can scale 50%. Spacebar turns off the tool,
02:04forward slash, right mouse around those, press the Size.
02:09Now sometimes a lot of these movements become a little mundane, but
02:13unfortunately that is part of modeling, but there are a lot of little tedious
02:17things to do, but not too bad.
02:20So I'll right-mouse around these to select, Shift+H gives us our size, and then
02:25we will scale it down 50%.
02:27Now I'm going to resave this,
02:29forward slash to deselect those, and I'm going to say File > Save
02:34Object As, and we'll call this Extrude, and this will be the one that we're going to extrude.
02:42So from the Multiply tab, we'll choose the Extrude tool.
02:46When I click and drag I literally can just extrude that up.
02:49Let's take a look at it over here in the Perspective view.
02:52I'll click and drag my rotate.
02:54Now, look what happens.
02:55It looks like it's inside out, doesn't it?
02:58Well that is going to happen from time to time.
03:00There are two ways to fix that.
03:02I can either pull my extrusion the other way which fixes it, or if for whatever
03:07reason I needed it to stay up here like this,
03:09I can turn off the Extrusion and then press the F key, and that's going to flip the polygons.
03:15The polygons only have one side, and by selecting it you can see that the
03:19surface normal faces up.
03:21Well, when it was flipped in, that surface normal faces down.
03:26So that's all we need to do;
03:27just press F and flip those polygons outward.
03:30So that looks pretty good, but well, it's kind of a thick credit card, and I don't
03:34have that much credit.
03:35So let's go back to Points, and then let's right-mouse all the way around just
03:40the top row of those points.
03:42To get more precise, we're going to move to center that out and then click and
03:47hold on the zoom, and we'll just zoom in with this Back view down here.
03:51Press the T key, which is the Move tool under the Translate category in the Modify tab.
03:56Hold the Ctrl key down.
03:58That will constrain and we're just going to bring those way down.
04:01Now notice it's kind of just snapping a little bit.
04:03Let's say I don't want it to snap. I want to have little more control. Press the D key.
04:08It opens up your Display Options.
04:10Over in the Units tab, you can change Grid Snap to None, because right now it's
04:16snapping to that grid behind it to a simple 1-millimeter measurement.
04:20Now with the snapping off, look how much more precise I can move this.
04:25The snapping is good if you're doing architecture, some very precise things,
04:29and not that this isn't precise, but it just gives us a little more
04:32flexibility in its movement.
04:34I'll turn off the Move tool by clicking right on the tool,
04:37I'll zoom back out, and let's press the Question Mark/Slash key to deselect, and
04:41now I've got this nice thin credit card with a very simple extrusion, surfaces
04:46around the edges, polygons on top and bottom, that we're ready to add a little
04:51more detail to and then eventually put some surfaces on.
04:54So last, I want to say File, and Save Object. That's all set.
04:59So the Extrusion tool can be used for simple objects like credit cards, use it for
05:03buildings. In combination with editing some points, very simply you can create a
05:09much more detailed object.
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Building with Bevel
00:00When we talk about bevel in LightWave Modeler, a lot of people think that it's
00:03more just for construction-type things, like buildings, more hard surface
00:08models. But in reality it can be used for so many things, and it's another way to
00:13offset an object, a polygon, or even an edge.
00:17So let's go to the File menu and let's load up, from Chapter 2,
00:22the CreditCardBevelBegin file.
00:24And what you can see here is a very thin nice credit card, but if you zoom in
00:28close, those edges are pretty hard. It's kind of like a razor, and everything in
00:34the real world, just about everything, has some sort of bevel on the edge,
00:37even if it's very minute.
00:39And not only is it going to help the object look a little more realistic, it's
00:43going to allow you to create some very nice shading on there when it comes to
00:47lighting it in LightWave Layout.
00:49So the way we're going to bevel this is with an Edge Bevel. So, down at the
00:52bottom of the screen, we'll select Edges, and that means we're going to work with Edges.
00:57Now to select this edge you can just go and click on it, but that could be a
01:00little tedious, so the way we did a lasso-select with the points, we're going to
01:06do that also with the edges.
01:07So let's press the Question Mark/Slash key to deselect.
01:10I'm going to zoom out a little bit, and I'm going to come over here to my Right view.
01:15I can click right in the center the screen and I can just move that over.
01:18Just click, hold your mouse, and drag, and that kind of opens that up a bit.
01:22Click and hold on the Move tool over here, and then click and zoom, and then
01:29I am clicking on my right mouse button and get right in the center of this, come
01:33all the way around, and just to there, and then I can let go over the mouse, and
01:38then all of those edges are selected.
01:40You can see it right there. It works out quite well.
01:42From that point, I'm going to go to Multiply, and I'm going to choose Edge
01:48Bevel. Now notice that the other tools are ghosted.
01:52Modeler knows that I'm working with edges and turns off the initial Bevel tool,
01:56which is more for polygons.
01:58Edge Bevel, however, if I click that, you can see the objects suddenly just
02:02flattens out like that.
02:03It's not quite what we want, but that's just quickie default setting.
02:07So I'm going to zoom in a little bit, then I'm going to click with the
02:09left mouse and just drag, and you can see that now I'm beveling this edge
02:14quite easily. All right.
02:16Turn off the Bevel tool, and that looks okay, but what about the bottom side?
02:21Well, I can go ahead and do the same thing to it.
02:23I can undo this one if I wanted, and still in Edge mode, zoom out a little
02:31bit, and the reason I'm going to do this with the lasso is because I don't
02:37want the side edges beveled.
02:39That would sort of make like a little Hershey bar but not be quite what we want.
02:43So we are going to hold the Shift key and then again with the right mouse button
02:46lasso-select just those bottom edges, and I'm going to move over and zoom in to
02:51this corner so you can see what's happening.
02:53Then we can choose Edge Bevel, and now we are beveling just the top and bottom edges.
03:00So, it works out quite well.
03:01We will turn off the bevel, then press the Question Mark/Slash key to deselect.
03:05And now what happens is we've got a nice lip on there, and you can see that that
03:09even on a simple model like this, just that little highlight on the edge helps
03:13to add some realism to it.
03:14It just gives it a little less fake appeal and works quite well for what
03:19we're trying to build.
03:20So I'm going to move this over.
03:22We'll center this out. Now edge bevels can be used for all kinds of things.
03:26They work really well on more hard surface models, like a credit card, like a
03:30lamp, more geometric shapes like that, and we're going to use them as needed
03:35throughout the course.
03:36For right now, the Edge Bevel works quite well for creating just a little bit of
03:40highlight ledge to this credit card and can help us later when we get to Layout
03:44for all of our surfacing.
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Working with Polygon Bevel
00:00When beveling in Modeler, you can bevel edges or you can bevel polygons.
00:04And the advantage of either depends on your model.
00:08So in this case we've got our hard-edge model of our credit card from the
00:12previous exercise, and it works okay for this, the Edge Bevel, but the problem
00:16with this is that it only creates a very simple sharp edge, and when it's something
00:21this thin it can work out just fine.
00:23I'm going to go zoom in here on this Back view
00:25and just expand this so you can see it. And I just click the top-right
00:28corner there to expand.
00:30So it only creates just one slight sharp edge like that. On a very thin
00:34object, it works fine.
00:35But let's say if we have something larger and you need that bevel to be a
00:38little more rounded.
00:39Okay, so let me click the top-right corner here to bring this back.
00:43Let's close this--
00:44we don't need that one anymore.
00:47And let's create just a simple box, and I'm going to open up my Numeric by
00:53pressing N and let's turn the segments-- click and drag--to one for each X, Y, and Z axis.
00:59We don't need anything more than that.
01:01So we've got a box here, and let's say you want to bevel up at the top of this.
01:05So what I'm going to do is work with polygons.
01:07So we're going to be in Polygon mode down to bottom. Click on the top.
01:11And if we did a normal edge bevel, you'd get just a sharp edge like I'd just
01:14shown you, but for a polygon bevel we can do a lot more.
01:18So I'm going to press the B key, and that's the Bevel tool right under the Multiply tab.
01:24And I'm going to go come close into this corner so you can see what we're doing.
01:28And I'm going to click and drag. Now, a lot of times people when click and drag
01:31they kind of like get this nonsense going with bevel, and it gets very confusing.
01:35But I'm going to show you a little trick to help you understand how to bevel.
01:39Click with the left mouse and drag up and down, straight up and down with the mouse.
01:45That's your shift.
01:46Left and right is your inset. That's it.
01:47If I press the N key, this is one I'm doing: Shift and Inset.
01:52That's all there is to the tool, okay.
01:55Now this randomization, the plus and minus, I'll show you that momentarily.
01:59But for right now, what we want to do is just create a nice little rounded top to this.
02:03So I'm going to just kind of a combination of shift and inset, so that it just
02:08comes up just a little bit.
02:10Now I want the bevel again, so I'm going to right-click just one time, and that
02:15resets my bevel, and then left-click continues it, because remember, the Bevel is
02:20under the Multiply tab, so whatever you do happens to whatever's selected.
02:24In this case, I'm multiplying my selected polygon with a bevel, and I'll
02:29right-click one more time to reset the bevel and start beveling again with the left mouse.
02:34And so now, if you look at that corner, it's very nice and round.
02:38I'll turn off the Bevel tool, click on the polygon, and now I've got a very nice
02:42rounded top, which then later I can smooth with shading and so on.
02:47So the Polygon Bevel using it multiple times really works well for nice, smooth shapes.
02:54But what about that randomization I just showed you?
02:56Let me show you how to do that.
02:58Let's go to the File and hit Close All Objects.
03:01We don't to save that.
03:03We're going to select the Box tool.
03:06I'm going to drag it out like this, and in Numeric, I'm going to press N. We're
03:10going to create some more segments, so I'll create a few segments this way, and
03:14I will click and drag the mouse, and a few segments on the Z. We'll click and
03:17drag the mouse that way, something like that, and we will square it out just a little bit.
03:23Close Numeric and turn off the tool.
03:26So now I've got this box with all these segments.
03:30And I'm just going to click, holding your shift key, just a few of these, just randomly.
03:36And one reason I'm clicking in the Shaded Perspective view is because when you
03:40click in a Wireframe view, you have to click right on the edge of a polygon to
03:44select it if it's a wireframe, and in that time when you do it, you might only
03:48be able to select two.
03:49If I specifically want one, I can click in the Shaded view. So, Shaded view let's
03:53me click directly on the model; Wireframe I have to select an edge.
03:59So now I've got just random polygon selected like that. Under Multiply, I'll
04:05select Bevel, hit Numeric, and that activates the tool, and now interactively I
04:10can shift these. Or I can punch in an amount, such as--I don't know, 3 meters,
04:20and the reason I know 3 meters is because I look at the very bottom-left corner
04:24of the screen. See it says Grid: 500 mm?
04:28What that means is every grid you see here is 500 mm in length.
04:32Okay, well, two of those are one meter, so I went up six grids with 3 meters,
04:37and that's the LightWave default.
04:39But let's say I need this little landscape here to look a little different.
04:44Well, I can use randomization of about 1 meter.
04:47I'll make sure I click in here and hit Return and watch what happens.
04:52Now I've just randomized that bevel by 1 meter, and I can do the same with the
04:56inset if I want or not inset at all.
04:59And I think that's the thing that happens with bevels: people always think of it
05:02as beveling your edges, making more construction-type objects, whereas you can
05:08use bevel for things like this, making an instant skyscraper.
05:11You can make this perhaps .3, so 300 mm, just a little bit, or you can make it 2
05:18meters and get a much greater detail.
05:20So I'll select that by clicking Bevel turn it off, and I'll press the forward
05:26slash to deselect.
05:29And there is our randomized bevel. And then you can take this a step further
05:34and maybe even go into these corners and edges and bevel them,
05:37select the tops of buildings perhaps. Shift+A to bring that to view, press the B
05:42key for bevel, and bevel this a little bit.
05:46And what's happening there is that that is actually--I'm so tiny on the screen
05:50that it's hard to get precise--so that's where numeric will come in, do that a
05:54little more precisely.
05:56But very easy to use the Bevel tool to create all kinds of unique shapes,
06:00randomized shapes, and create even a city landscape.
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Editing polygons
00:00After you've made a model in LightWave Modeler, sometimes you need to edit it,
00:04and that's very easy to do. Let me show you.
00:06If you load the file called 02_05_ EditPolyBegin, this is a little beveled
00:13skyscraper scene, quite easy. And let's say you need to create some windows
00:17in here and add a little more detail, but you only need them at a certain
00:20point, perhaps the top.
00:21So what I'm going to do is use the Knife tool.
00:24This is a way we can actually slice the object.
00:27So all you need to do is come under the Multiply tab right at the top, and down
00:32at the bottom under Subdivide you are going to see Knife.
00:34Select that and literally drag across your model just like that and you end
00:39up slicing it, and what that allows you to do is very easily select just those top polygons.
00:45If I didn't have that slice, what would happen?
00:48Let me just undo and I'll show you, okay.
00:50I want to do that slice.
00:52Well, what happen is that the whole thing gets selected, and I only want the top selected.
00:56So by slicing across it you actually create an additional segment, and that
01:02allows you to select just that area.
01:05I can bring that forward with the Shift+A command, fit all.
01:10With this top part, I can bevel this if I wanted, do some crazy things like that,
01:15I can extrude it some more, or maybe perhaps create some windows.
01:21So what I'm going to do is take just this front polygon and I'm going to
01:24subdivide it a little bit.
01:26I'm going to press Shift+D, which is Subdivide Polygons, and with this panel I can
01:31subdivide based on a flat object which is faceted.
01:35If it were more round, I would choose Smooth. Or if it was more organic, I
01:39could choose Metaform.
01:40But we're flat, so we're going to choose Faceted and the Fractal, the
01:43randomization we don't need, and we'll subdivide that.
01:46So now we've actually got four polygons just for that one selection. And guess what?
01:51I can do it again.
01:51Shift+D, click OK, and now we've subdivided again.
01:56With that subdivision now selected, I can press the Bevel tool and I can Bevel
02:01these, but my Randomization is still on from an earlier project.
02:05So I'll press N for Numeric.
02:07Let's turn that Randomization off by pressing 0, and then let's just shift these
02:13just a little bit, and then let's inset them just a little bit.
02:19Now, I've created little windows in there.
02:21I can right-click to reset my Bevel.
02:24You'll see that zeroes that out. And then I can simply just perhaps choose
02:28inset a little bit more, and then right- click one more time to reset my bevel,
02:33and then I'll shift a negative value to pull those back in, and then I can turn
02:39off the Bevel tool by clicking right on it, and I'll press the Question Mark/Slash
02:42key to deselect, and what I've done just by subdividing is created just
02:48some little window boxes.
02:50Now, this certainly could be anything else.
02:52It could be grates on an air conditioner vent.
02:54It could be a vent on the side of a piece of electronics.
02:59But by beveling just the selected polygon, you very easily can edit it and
03:04create whatever you want.
03:05Editing polygons is relatively easy.
03:07You can come into the Construct tab.
03:10You can reduce points or reduce polygons if you have too many.
03:13We're going to use the Booleans in an upcoming project to cut holes in your polygons.
03:17So you don't have to have everything set initially when you model it.
03:21It's very easy to go back and edit a polygon after you've created it.
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3. Modeling with Subdivisions
Understanding subdivisional surfaces in LightWave
00:00You might have heard the term 'subdivisions' before, but not quite sure what they are.
00:04It's something that you can do in Modeler that can really help you create some
00:07very fine detailed models.
00:09So let me show you how to do that.
00:10I'm going to come over to the Box tool here, and I'm going to click and drag this out.
00:13And while I am doing this, I actually want to show you a little trick.
00:17As I'm drawing this out, I can press the N key for Numeric and create a very
00:20even box, making it even on all sides, but there is a little simpler way.
00:25I am going to turn off the Box tool, and I'm going to press Ctrl+X to cut that away--
00:29Mac or PC, same command--select the Box tool again, and then I'm going to hold
00:33down the Ctrl key and click and draw out from the Top view and then go to the
00:38bottom view, and click and draw out, and I create a very even box on all axis. Press the N key.
00:43You can see that it's exactly the same with the width, height, and depth.
00:47So just a quick little tip to create a nice even box.
00:50You can also do that same tip with a ball, a disc, a cone, anything else, a unit primitive.
00:55So we've got this box right here.
00:56And for the most part it's got six sides and kind of boring.
01:00You can do a lot with it, especially if you press the Tab key, and that turns
01:03on the subdivisions.
01:05The subdivisions take each one of those polygons and subdivide it a
01:09certain number of times.
01:11To determine what amount it's subdivided, press the O key and you'll see here
01:16that in the General Options tab the Subpatch Divisions is set to 6.
01:21If I change this to 2, let's say, press the Enter key, and then click OK, you'll
01:25see that that subdivision now is 2 on each side.
01:30So what that means is each polygon-- that's a polygon right there--is subdivided 1, 2,
01:341, 2, and then this one is subdivided 2 times, and this one is subdivided 2 times, and so on.
01:41So I'll press the O key again, and let's change this to maybe 4, kind of a
01:45common value that you might use often.
01:48If you change this Flat Shade to perhaps Smooth Shade, you'll see that you have
01:52a much smoother object, but what can you do with this?
01:56Well, let me give you an example.
01:58If you come over and you select this top polygon, and then you press the B key
02:01for Bevel, and then you click and you bevel this,
02:04well, what you end up with is a very nice smooth object.
02:07We're doing this very simple just to begin.
02:10But you can see you can create some very interesting shapes all just from a simple box.
02:15If I hit the Tab key to turn off the subdivision, all you're left with is just
02:21kind of a strange-looking box. The Tab key then smoothes that out by subdividing each
02:26one of those polygons.
02:28So what happens is a lot of people think that subdivisions are only good for
02:31short, small, blobby little characters, maybe perhaps like this.
02:35They're really useful for household items, electronics, automotive parts,
02:39because you can create all the fine detail right inside there without adding a
02:45lot of extra geometry.
02:46The subdivisions translate into Layout.
02:49So if I set this to Layout, what will happen in here is that Subdivision
02:55value will still hold,
02:57and when we render we'll be able to create all the fine detail we need in the
03:02edges to create smooth sides and so on.
03:06As this course goes on, we'll be using the subdivisions quite a bit, and we will
03:10model more a complex object.
03:12But subdivisions allow you to create more detail in an object without building a
03:17lot of extra geometry.
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Comparing Subpatch with Catmull-Clark subdivisions
00:00As you're working with subdivisions, you hit the Tab key--
00:02everything's grandiose, working fine, great.
00:06But what happens if you have a model that has some extra polygons in it?
00:11So, take a look here. I've got a second layer here.
00:14I've just clicked layer2, and I'm going to change my view mode here to a
00:18Textured Wire, allowing me to see the actual wireframe of the mesh as
00:23well keeping it solid.
00:25And you can see that I've got four polygons on the top.
00:29If I look back here at my original subdivision--I'll hit the tab key, turn that off--
00:35you can see that, okay, I've just got six polygons.
00:38Layer 2, I've got 6, 7, 8, 9, so, not quite the same. What happens if I hit the Tab key?
00:47I get an error.
00:49This was a common problem for a lot a years, because every once in a while when
00:52you're making a detailed model, you're not going to have every model end up with
00:57a perfect quad mesh--
00:58a quad mesh being a polygon made up of four points.
01:02Triangles will work, so for subdivisions to work, you need triangles or quads.
01:07Polygons need to be made up of three or four points. Very simple. But every once
01:11in a while I've got polygons here that are not made up of three or four. So what you do?
01:16Well, if you hit it, you hit the Tab key, you kind of get an error like that.
01:21So hit the Tab key to turn that off, and down to the very bottom of the
01:24screen, it says SubD-Type.
01:26If you click that, there is another type of subdivision called the
01:29Catmull-Clark, and these are two very talented, smart programmers, and what
01:35they've created is an algorithm that allows you to create subdivisions based on
01:38N-gons, N meaning any.
01:40So any type of polygon of any size, you hit the Tab key and the subdivisions work.
01:45Now, I don't recommend using Catmull- Clark subdivisons for everything simply
01:49because they can start getting a little slower than a regular subdivision.
01:53Think of it more as a backup in case you have a model that you just can't change.
01:58But the Catmull-Clark subdivisions will allow you to create subdivision surfaces
02:02on models that are made up of more than three or four vertices.
02:05So it can work out quite well for those more complex models.
02:08So either way, subdivisions with your typical standard subdivision or your
02:13Catmull-Clark subdivision can truly help you create a very fine, detailed model.
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Creating a basic model
00:00Modeling with subdivisions is a lot easier than you might think.
00:03You can start out with a very primitive, simple shape and extend it to something
00:07more complex, especially when you have subdivisions to work with.
00:10So we're going to start out with a disc.
00:12I'm going to hold the Ctrl key and drag out in the Top view.
00:15Now we don't need to add any more segments to this. If I press the N key for the
00:20numerics, normally if you're going to build the disc for something, you'd
00:23probably double the side at least.
00:24If it's going to be extended, you would add some segments to it, but because
00:28we're going to be using subdivision surfaces to add to this geometry, this basic,
00:33simple shape is all that we need.
00:35But before I turn off the tool, I'm going to just extend this up at the bottom
00:39just a little bit by clicking and dragging right in the center of it, and then
00:43I'm going to click on the Disc tool itself just to turn it off.
00:46All right, so we've got a very simple, little disc, and what we're going to do is
00:50build a nice coffee cup.
00:52Let's just move our screen a little bit, and I'm going to pull this down because
00:56we're going to work in the Back view down here in this bottom-left corner.
00:59What I want to do now is select this top polygon, and I'm going to press the B
01:04key which is the Bevel tool, also found under the Multiply tab.
01:07And I am going to click and drag.
01:09Now, if I drag my mouse up and down, I shift it.
01:12If I go left and right, I inset.
01:14So all we want to do is just come up about yea big.
01:17We don't need to do a super-size cup, but a medium size is good.
01:23Now I want to bevel again, so I'm just going to right-click one time, and that
01:27resets the bevel. Now you won't see anything happen, and that's okay.
01:30Then just click the left mouse and you'll see that that that bevel continues.
01:34And all we're going to do is come in just to create that lip.
01:37We're going to right-click one more. Time that resets the bevel. And if you look
01:42at the very bottom-left corner of the screen, look at Bevel,
01:44it says in the Information panel 0, 0. That's how you can tell if the bevel has been reset.
01:49And with the left mouse, I'm just going to drag this back down.
01:53All right, now I am going to turn off the bevel and I'm going to click right on
01:58this polygon to deselect it.
01:59I'm going to expand my Perspective view by clicking in the top-right corner
02:04here and zoom in so you can see this nice and big.
02:08So, it looks like you've got cup from 1985.
02:12Well, hit the Tab key and suddenly it smoothes out and looks a lot better
02:17because of subdivisions.
02:19Now this cage that you see around here represents the polygons, and you can see
02:23pretty much our initial shape before the Tab key.
02:25If you don't see that, press the O key-- not the zero key, but the O, next to the
02:30P key--and get your General Options tab.
02:33You'll see subdivisions set to 4, and that's about what you want.
02:37We are not using Catmull-Clark at this point.
02:38We're just using subpatches.
02:40Then cancel that, press the D key, and then in here, in the Layout tab, make sure
02:48Show Cages is on, and let me move to the side.
02:51You can see what happens.
02:53That shows the cage, so if you can't see it, it is just the display option that
02:57may be on or off, and feel free to turn that on or off if it starts to get
03:01in the away for you.
03:02It doesn't necessarily need to be on.
03:04You can show guides as well, and that shows which way the polygons are working
03:07for you, but not really too much of an issue right now for this project.
03:12So we've got initial cup but look at the inside.
03:15It looks kind of funny, doesn't it?
03:17Well, we need a little more geometry for that subdivision to sharpen out for us,
03:22so just click right in the center there. And we're working in Polygon mode down
03:25here at the very bottom of the screen.
03:26Select the Bevel tool again, press the B key or click right on it, and just
03:31click just bevel. That's it.
03:33You don't even have to drag, just click right on it.
03:35And what it does is adds more geometry to that bottom-inside polygon.
03:40Turn off the Bevel tool by clicking on it, then click on the polygon to
03:43deselect it, and then I'm going to click the top-right corner here to bring my
03:47view back to the quad view.
03:49And if I go to the bottom, and I'll press the Tab key to turn off the
03:53subdivisions, what I've done is added an extra bit of geometry right at that
03:57inside bottom, so the subdivision now instead of subdividing all the way around
04:02and smoothing this out, it stops at that one edge and then subdivides again,
04:07helping us create that nice edge.
04:10So, very simple to do with a complex-looking object.
04:15Now, you're not saying it is complex yet, but it will be.
04:19So the subdivisions allow you to take a very simple object like a sphere or disc
04:23and build it into something much more complex and detailed.
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Beveling with subdivisions
00:00Adding detail to subdivision models is relatively easy when using the Bevel tool.
00:06What we're going to do is take this model and add a little more detail to it.
00:10Let's hit the Tab key to see what this looks like with a subdivision surface put on.
00:15You can see that, well, it looks okay, but it's a little sharp at the top,
00:19not quite what we want.
00:20We need a little more detail there.
00:21So to make it a little clearer, I'm just going to hit the Tab key to turn off the
00:24subdivisions for right now just so you can see what we're doing.
00:27And that's something to point out is that when you're working with subdivisions
00:30you can very easily turn them on and off.
00:32It's not a permanent state.
00:33I'm going to take the top polygon just by clicking on it, and then I'm going to
00:37hold the Shift key and select the next one.
00:39I want to select all the way around, and rather than manually doing it, I'm
00:43going to come over to my Select dropdown to the left side of the screen and
00:46choose Select Loop.
00:49What that will do is continue my selection. But again it's important to select
00:54in order where you want to go.
00:56So I'm going to do one, two, and then Select Loop.
01:00If you only select one like that, it's not going to necessarily select the way you want.
01:07You can see in this case it went all the way down around.
01:10So you kind of have to give it a little bit of direction.
01:12So I'll press the Question Mark/Slash key to deselect, select two in this
01:16order, and Select Loop.
01:18Just a nice quick way to work.
01:20Then what I want to do with this is bevel it.
01:22But here is a little problem.
01:24The Bevel in LightWave will turn this into a Hershey bar and that's not
01:27quite what we want.
01:28You might hurt your lip if you drink that cup of coffee.
01:31So I'm going to undo with the Ctrl+Z, and what I'm going to use under the
01:35Multiply is Multishift, and that's right here on the left.
01:39Multishift essentially is a bevel for group polygons.
01:43But when I do it, it still looks the same.
01:45We'll press the N key for Numeric and in the Numeric panel you'll see a little
01:49section called Group Polygons.
01:52Click that and that ring of polygons now becomes one.
01:56So when you're beveling, you're beveling that entire group.
01:58So we could use bevel like that.
02:00Let's turn off the Multishift, press the Question Mark/Slash key on your
02:04keyboard to deselect, and now we've created a very nice little edge.
02:07But what happens when we hit the Tab key?
02:10It looks much better.
02:12We've got a very nice sharp edge there without cutting your lip, and it's not all
02:16thin and pointy like it was initially.
02:19So by adding just a little bit of geometry, we've really cleaned that up.
02:23You can do the same on the inside bottom as well if you want, but I think
02:26that's looking okay.
02:28Let's go ahead and rotate and then click and hold on this top Move button to
02:32just move down, and take a look at the very bottom.
02:35I'm going to hold the Alt+Option key on the keyboard--Alt on the PC, Option on
02:41the Mac--and I'm going to select this bottom polygon, just press the regular
02:45bevel, and I am going to bevel this and then move my mouse up and down to shift
02:49out, and left and right just to inset it a bit.
02:53Notice the bevel on the very bottom-left corner of the screen
02:57when I did that, the numbers there.
02:58Now when I hit the right-mouse button, that resets the bevel and if you look
03:02down at the very bottom-left, you'll see Bevel 0, 0 in that Information panel.
03:06That means the bevel has been reset, and I'm going to click and drag in a little
03:09bit more, and then I am going to pull my mouse down to bring that back up.
03:13I'm going to right-click one more time to reset the bevel, and then I'll
03:18left-click just to kind of pull that like that.
03:21Then I'll turn off the Bevel, click on this to deselect, and what I've done now
03:27is created a nice little bottom lip.
03:31Now it might be a little bit too round, but that's okay.
03:34That will work for us now.
03:35It looks a lot better than it did before, and I don't think this coffee
03:37cup will topple over.
03:38So beveling polygons with subdivisions makes life a lot easier when creating the
03:45fine details that you need without a lot of extra geometry.
Collapse this transcript
Adding detail to models
00:00When working with subdivision surface models, even though you can bevel to add
00:03more detail, sometimes you need to have a little bit more refinement.
00:07So I've loaded the 03_05_CupBegin file, and this is a nice little disc that we
00:12extruded and beveled to create a good-looking little coffee cup.
00:16But if you look down at the bottom, even though we had beveled to create this
00:19nice little lip at the bottom, we might need a little more detail.
00:22That bottom might be a little too round.
00:24The way I'm going to do that now is working with edges.
00:27But if you look closely, we don't really have any edges to work with.
00:30I'm going to hit the Tab key to turn off my subdivisions.
00:33I've got one edge right here, but I need some more.
00:35Well, what's the best way to do that?
00:37Well, there are two ways.
00:39First, I can actually slice across it using the Knife tool.
00:42So I can go to the Multiply tab at the top of the screen, and then down under
00:46the Subdivide category select Knife, and just below that initial polygon line
00:52I'm just going to click and drag, and you can do this from the Back view or
00:56from the Right view.
00:57The biggest thing is that you do it from one of these views, because if you
01:00look, now it cuts all the way through.
01:03If you did it from the Top view, well you'd be slicing the wrong way.
01:06I am going to turn off the Knife tool and you can see I've got another edge right there.
01:10Now, what I can do is select that edge and manipulate it a bit.
01:15I'm going to go to the Edge mode down at the very bottom of the screen.
01:17Then I'm going to select two edges.
01:20But you need to be careful that you don't select the edges behind it, which I just did.
01:24I'm going to hold the Ctrl key, make sure I deselect these extra edges on the
01:29outer edge, and that I only have two selected.
01:33The way to tell that I have two selected, if you look at the very bottom-left
01:36here you see Select 2, and that way I know I've got two edges selected.
01:41Then I can go to Select dropdown and choose Select Loop, and that loops that
01:46selection all the way around.
01:49Now that I have that entire bottom edge selected, and you can see right here in
01:53the Perspective view, I can bevel that.
01:56So we'll go back to Multiply tab and choose Edge Bevel and just click and
02:00drag, and that extends that edge and essentially bevels it, creating another edge for you.
02:08When I said there was two ways to actually add more detail, the edge bevel
02:12was the second way.
02:13I could have very easily instead of slice gone to this top edge right here and beveled that.
02:18So the choice is yours.
02:19It depends on how the model is working, what's easier to select, and so on.
02:24So now let's take the center edge that we just created, and I'm just going to
02:28select two like this and make sure I hold the Ctrl key and deselect whatever
02:33happens through, and the reason it selects through is because I'm in a wireframe mode.
02:37If you find that to be a problem, you can make any of these views perhaps
02:42a textured wire and when you select, it's only going to select what's right in front of you.
02:47So that works really well, too.
02:48All right, so, forward slash to deselect.
02:54I can select two polygons and then from Select dropdown, choose Select Loop.
02:59Now, I can do Shift+H, which is also Size from the Modify tab, and I want to make
03:06sure that my mouse is set to selection.
03:09Now notice that when I size, when I click and drag, it sizes straight down evenly.
03:15So down here at the very bottom of screen under Modes, my mouse Action Center
03:19is set to Selection.
03:20If your Action Center is set to Mouse and you click and drag over here, well,
03:24it's going to size that way.
03:25That could be good depending on what you're trying to model if you're doing some
03:29unique organic shapes.
03:30So, Ctrl+Z to undo that.
03:33So just make sure your mode of your Action Center for your mouse is set to
03:36Selection, and I'm just going to size this in just a little bit like that.
03:41That's all I need, just a little bit, and you can see it at the bottom.
03:44Turn off the Size tool, forward slash to deselect and then hit the Tab key
03:49and now look what happens. Only faces with three or four vertices can be
03:52converted to SubPatches. Well, why is that?
03:55That is because this model at the very bottom has one big, large polygon made up of 24 points.
04:03The 24 points came from the original disc that we created.
04:07While the model looks okay, I'll hit Tab key to turn it off,
04:11that bottom polygon does not necessarily work for us with a normal subdivision. And that's okay.
04:17We can do a couple of things for that.
04:18We can change our SubD-Type to Catmull-Clark.
04:22But in order to make this a little more efficient, what we'll do is go to
04:25Polygon mode, select that bottom polygon, press the B key for bevel, and I'm
04:31going to click and drag in, right- click once to reset the bevel, and bring it
04:36in a little bit more. And not only will this add more detail, it will keep that quad mesh.
04:42So right-click once to reset the bevel, bring it in a little bit more, and I'm
04:47just going to leave that.
04:48Press the Spacebar, turn off the bevel, and then click on that to deselect.
04:51The reason you need to deselect is because if you still had this polygon
04:55selected--I know it's tiny, so I'll move that in--and you hit the Tab key,
04:59well, you're only going to subdivide that tab, and that's not what you want.
05:03So you turn that off and it goes back to one of our first rules.
05:06If nothing is selected--and in this case nothing is selected--whatever you do
05:11applies to everything.
05:12So when I hit the Tab key, my subdivision is going to apply to everything.
05:17If something was selected, the subdivision would only apply to just what was selected.
05:21So now you've got the Subdivision on, and although it gave you the error, it's
05:26only that tiny little center right at the very bottom, so much so that you can't
05:31even see any issue with it all.
05:33So that's a really good way to fix any subdivision errors.
05:37Of course, the other way--and I'll hit the Tab key to turn that subdivision off--
05:41is just to go to Catmull-Clark subdivisions, hit the Tab key, and there will be
05:46no error at all given to you.
05:47So let's hit the expand viewport like that.
05:51I'm going to press the D key and turn my grid off and make that a little bit
05:56easier for you to see, and I'm also going to turn off Show Cages. We'll close the panel.
06:02This way you can see your model a little bit cleaner.
06:04So now we've done, just by adding an edge at the bottom,
06:07we've created a nice little detail, something very intricate, without much effort at all.
06:14And we have a very even base for the bottom of the cup.
06:17If we take a look at the very, very bottom, you can see we still have that nice
06:21molded look, but we don't have a lot of geometry, and that's the beauty of
06:25working with subdivisions.
06:28So from beveling to edges, adding subdivisions, whether it's Catmull-Clark or a
06:33standard subdivision surface, you can create a lot of fine detail in any kind
06:37of model you choose.
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Deforming and shaping objects
00:00Creating subdivision surfaces is very easy to do for things like lamps, laptops,
00:06or even coffee cups.
00:07But sometimes you have more organic, more fun things to create, not so hard-shaped.
00:12So what I'm going to show you how to do is build just a simple cactus, and how
00:16easy it can be to create kind of a unique shape like that with a simple box and subdivisions.
00:20So from the Create tab, I'm going to choose my Box, and I'm going to click and
00:24drag out in the Top view like this.
00:26Now I've got some segments here already,
00:28but an easy way to create segments without opening the numeric panel is use your
00:31up arrow and your right arrow.
00:33You can remove those by hitting the down arrow and the left arrow on your keyboard.
00:37Just a quick easy way to create some segments without a lot of effort and numerics.
00:42So I'll turn off the Box tool,
00:43I'll click and rotate to see my little flat polygon here, and I'll select
00:48that center polygon.
00:51Make sure here then in my Back View, I'm going to click and just pull that view down a bit.
00:54So I'm going to go to Multiply, choose Bevel, and then I'm going to click
00:59and drag up, and then move my mouse to the right a little bit, just to kind of expand this.
01:04I'll right-click one time to reset the bevel, then left-click to pull it back
01:07up, right-click again to reset, and pull it back up. And we'll right-click one
01:14more time, and then left- click just to kind of pull it in.
01:17This will create that initial shape we're looking for.
01:19Then I'm going to click on that top polygon to deselect.
01:22Now I want to bevel out the sides. I want to curve them a bit.
01:26But what's going to happen is I need to do it on both sides.
01:29So instead of doing twice the work, why don't I put on Symmetry?
01:33So I click Symmetry, and it says +Y.
01:36Well, what that means is the Symmetry mode is going to work on the X axis.
01:41So if I click on the right, the left should automatically go,
01:45but the problem is my object is not 100% even on both sides.
01:49So I'm going to press F2, which is a default center.
01:53Now here is a thing.
01:54If you are on a PC, that should automatically center.
01:56If you are on the Mac, it might not.
01:58You might have to hold your function, your FN key, and hit F2, because there is a
02:03system preference in your keyboard settings in your Mac system preferences that
02:07says use all function keys as standard programs.
02:10So you might want to turn that on.
02:12It's off by default. Or again, simply just hit function key and then F2.
02:17It's also under the View tab as well. You can hit Center.
02:21So what I should do now is click on one side and then I'll rotate
02:24around, click on the other.
02:25When we bevel, we're going to be beveling both sides.
02:33But I don't want to go out too far.
02:34I want to go out just a little bit like this, and then I'm going to right-click
02:38to reset the bevel, and then bevel again.
02:42Now what I want to do is press the Y command for rotate, and I'm going to rotate this.
02:48Then I can press the T key to move it a little bit.
02:49Then press the B key for bevel.
02:51What I'm doing is actually shaping this as I build it.
02:55And I'm going to right-click again.
02:59Now what I want to do is, no matter where I rotate from, notice it's
03:03rotating based on selection,
03:05so down under modes, I'm going to change that to Mouse for my Action Center.
03:10What that allows me to do is place my mouse anywhere I want and rotate from that
03:14pivot versus a center pivot, and that helps give us the shape we want.
03:19In this way, I can actually Shift+H for Size and click and size this down a little bit.
03:26Press the T key for Move, and I can move it.
03:29Press the Y command, and I can rotate it a bit and so on. So, very easy to shape those.
03:34Let's press the B key again for bevel and let's just bevel that out a little
03:38bit more. So, Spacebar to turn off the Bevel, and let's just click on those to deselect them,
03:44press the Tab key, and what you end up with is this very nice smooth shape that
03:49somewhat looks like a cactus. It kind of looks more like a ghost.
03:52But then, I can very easily turn off my Symmetry tool,
03:55come in here to this top polygon, press the T key, pull that up, press Bevel, and
04:03click and bevel that up some more.
04:07Then I can deselect that, and now we don't want these perfectly even--
04:11perhaps you mark on from the other side--
04:14so here is something you can do.
04:15You can select this polygon, and hold your Shift key to press your Right Bracket key.
04:21That's two over from your P key.
04:23What I'm doing is expanding my selection. And then with that expanded, press the
04:28T for Move, and then I can move that down.
04:31Now don't not worry too much about the wireframe being a little offset there.
04:36It doesn't matter for the final model. But that what you have just a little
04:39bit of a variation;
04:41Spacebar to turn that tool off, and then forward slash to deselect.
04:46Now you can take Point mode, and let's go back to a wireframe here, and then
04:50you can right-mouse around these points and manipulate them quite easily.
04:56Press the Y key for rotate.
04:59You can deselect the points you don't want to Ctrl, then rotate some more.
05:03You can use your Stretch tool, which is H. These are all under the Modify tab.
05:08Stretch that down to size it out and so on.
05:11By having a very simple model like this, you have a lot of flexibility in
05:15controlling the movements.
05:18Another tool that's terrific for this is Drag, and that's right here under Translate.
05:22You can click and drag this Translate around, literally clicking on any of
05:26these points and shaping.
05:29So while I'm not building the greatest looking cactus in the world,
05:32I think a little more time and skill from you can create something pretty unique.
05:37But just by building this basic shape from a box, and even just kind of pulling
05:43these in or offsetting it a bit,
05:44you can create some really interesting shapes.
05:46Now it's still kind of flat.
05:48So what I can do, again using this Drag tool, is just take these points from the
05:53front and pull them forward, and I can do this right here in the Perspective
05:56view as well and shape that out.
06:00So, very easy to do.
06:02You can also even bevel some more, and then you can bend this.
06:06Let me show you how the Bend works.
06:08I'm going to right-mouse around these top points--and again I'm in Point mode--
06:12go to Modify, and choose Bend. And with my modes set to Mouse, my bend action is
06:18going to happen from wherever my mouse is.
06:21So I can very simply, in the Right view here, put my mouse kind of about right
06:25here, and I can bend those either way I want.
06:28I can bend it from the front or the back, whichever I like.
06:33So just to a create more of a unique shape, and I can right mouse around these
06:39deselect, pull this out, and let's deselect that one.
06:43So while we start it out pretty organic and pretty uniform,
06:47now we've got something that's just a little more diverse and not quite as
06:51perfect as a cup or a piece of furniture or electronics.
06:57So by using some of the standard Modify tools--Move, Drag, Shear, Magnet,
07:02and some of the others, a simple Box--you can create some really unique organic shapes.
07:06Add to this some textures and shading and you can create some really
07:10unique objects.
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Recapping subdivisions
00:00I want to go ahead and recap everything we've learned about subdivisions, and
00:03we're going to do that by building one more part to this cup.
00:07We're going to click over to layer 2, and then I'm going to click beneath the
00:10slash to make our foreground empty and our background visible, and you can
00:17determine that by the black outline.
00:19Whenever you see black outline like that that means that object is in
00:21the background layer.
00:22And what we're going to do now is come over to Create tab, select a disc,
00:27I'm going to hold the Ctrl key, and in the Top view, I'm going to draw out a cap
00:34that's just slightly larger than the cup itself.
00:37This is why it's important to look at in the Top view.
00:39If you look at it in the Back view, you're going to think it's too large.
00:41But don't forget, it's going to be placed up here at the very top.
00:44I'm going to turn off the Disc tool, and I'm going to press F2 to center--and
00:49that works the same on both Mac and PC.
00:51Again, if you're on a Mac and you've not set up those keyboards in your
00:54preferences, you hold the Function key and then press F2.
00:57Then I'll press the T key for move, and holding the Ctrl key down, I can
01:03click and drag this up.
01:05So, that perfectly centered it, and you can see it encompasses the top of the cup quite well.
01:09Let's click and hold the Move tool here for the Viewport, and we'll rotate around.
01:15What we're going to do is just use the same techniques from beveling to
01:19working with edges all the way through creating the fine little details to
01:23create the cap for this cup.
01:26Actually, you know what? I am going to pull this down just a little bit, because
01:28it's going to overlay just a little.
01:29Now we're going to turn off the Move tool.
01:32Select this top polygon.
01:34To do that, we need to go to Polygon mode at the very bottom of the screen.
01:36It tells Modeler we want to work with polygons. Click on the cap.
01:40We're going to go to Multiply and choose Bevel, and then I'm very simply
01:45going to drag up a little bit--and I'm going to zoom in, so you can see this little closer.
01:50Then I'm going to right-click to reset the bevel, and then we're going to
01:55inset it slightly, right-click to reset the bevel again, and we're going to come back out.
02:01Just like that. Right-click the bevel again, and we'll come up.
02:06Right-click once more and we'll slide that in by just moving our mouse to the left.
02:11Right-click again. That resets the bevel.
02:13We're going to pull this up.
02:14Let me think, about there it's good, and then right-click once more.
02:18We'll pull that in with left movement on the mouse.
02:23We'll right-click once more and we'll pull this down. Okay.
02:28Click the Bevel to turn it off, then deselect that cap.
02:32Press the Tab key, and you create that very nice-looking smooth cap.
02:37But it's a little soft.
02:38It almost looks like it was melted.
02:39So let's add a little more detail, and we are going to do that with bevels.
02:43Select the top polygon, press the Bevel tool again, and then click, and you
02:48could see how much sharper that looks, and I can pull that it in.
02:52But if I want to add even little more detail,
02:54what I can do is come over here to the Modify tab, choose Rotate, and making
03:00sure that my mode Action Center is set to Mouse--
03:04that means I can rotate from my mouse position--
03:07I can come over here to the very left side of that selected polygon,
03:11I can click and drag, and then rotate that down. And what that will allow me to
03:17do is create a little spout where the coffee can be sipped.
03:23Then I can press the T key, or just select Move, hold the Ctrl key to constrain
03:28my movement, and I can move that up slightly.
03:31Then I'll turn off the Move tool and click right on that.
03:34That way, instead of it just being a flat inset, it actually has a little bit of an angle to it.
03:41We can cut a hole in there or just put an image map on of a little spout.
03:47That'll add a little more detail in this area.
03:50That way we can work with edges.
03:52So to make it a little clearer, I'm going to press the D key, and I'm going to
03:55turn off Show Cages, and that just shows a representation of where the
04:00original polygons were.
04:01It doesn't change the object at all.
04:04Then I'm going to go to Edge mode at the very bottom of the screen.
04:07From Smooth Shade, I'm going to change that to Textured Wire.
04:12That way I can see my wireframe.
04:13I am going to select two edges, and I'll hold the Ctrl key and click on
04:19any edges I don't need.
04:21I just want two in order, because that will allow Modeler to extend with a
04:25select loop, just like that.
04:28Again, if you press the Question Mark/Slash key to deselect and you select only
04:31one edge, Modeler doesn't know which way that loop goes,
04:34So you can go ahead and say Select Loop, and in this case it does.
04:38If you do it on a polygon, it might go the lengthwise.
04:41So it's always a good idea to do two in order to tell the system which way you want to go.
04:47Then I'm going to go to Multiply > Edge Bevel, and then click and drag, and we
04:54can tighten up that edge just by beveling it.
04:58Turn off the Edge Bevel and Question Mark/Slash key to deselect, and now we've
05:03added even more detail.
05:05You can do the same with this very bottom edge right here, making sure we're in Edge mode.
05:10That's the advantage of working with your Spacebar is that while it turns off your tool,
05:15it also cycles through your Point, Edges, and Polygon mode,
05:18so, something to be conscious of.
05:20So I'll select two edges right here, Select Loop, and then we'll do an edge
05:29bevel, and we'll just pull that in like that, and it makes a very tight little edge.
05:36The tighter these edges, the more detail you can have.
05:39So press the forward slash to deselect.
05:41Let's look at this as a Smooth Shade again, and now I've got a much tighter edge
05:46right there as well as on the top of this fold.
05:50If you want to bevel the polygons, you can do that.
05:52Sharpen up the top, just the way we did with the top of the cup itself.
05:57Go to Polygon mode, select two polygons in that order, Select Loop, select Multishift.
06:07And Multishift, if you press N, it allows you to group polygons, and then
06:12we'll click and drag.
06:15Click Numeric to turn it off, turn off Multishift, and then forward slash
06:20to deselect, and now you've got that sharp edge at the top of the cup.
06:25So all the same principles we used to build the entire cup you can do to build the cap.
06:30If I hold the Shift key and select that front layer, you now have the top part
06:35of the coffee cup built as well as the bottom, all with the exact same tools.
06:40So subdivisions with bevels, edges, and extrusions all can create a very nice
06:46unique shape that's very uniform and clean.
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4. Other Modeling Methods
Working with EPS files
00:00As you learn more and more about LightWave, you're going to find that you might
00:04need to create some text files-- perhaps a flying logo, client animation
00:08something like that.
00:09Every once in a while, if you're lucky, the client will have an EPS file.
00:13EPS and an Illustrator file often are the same thing when it comes to LightWave.
00:18This is a file designed in Adobe Illustrator that can create a little bit more
00:22than just a simple text file.
00:23So I've created one here for you that you can load up.
00:25All you need to do is go to the File dropdown menu, choose Import, and use the
00:31EPSF Loader, Encapsulated PostScript File Loader.
00:35This loader is a little bit older but will still do the job.
00:39However, there's one little caveat to it.
00:41When your artist is exporting out an EPS file or if you're doing it yourself,
00:45make sure it's Illustrator 8 or less.
00:48The new CS4, CS5 versions won't actually import.
00:52It's something to be the aware of.
00:54The Curve Division Level:
00:55Superfine, Fine, Standard, and Rough. You're probably going to want to set it to Fine.
01:00You're going to convert it to Closed Polygons and PolyLines.
01:03In the EPS file, simply hit the right arrow and choose the file.
01:07So we'll go to our Exercise Files, Images folder, in Chapter 4. There's an ant.ai.
01:15Select that one, leave Auto Centering on, and leave everything else set to default.
01:20We're going to do this twice so you can see the variation.
01:22When you click OK, that EPS file is loaded, and that's a shape that might have
01:26been pretty hard to make normally in LightWave, but with an Illustrator file
01:30where you've got all the controls and the tools to build a nice curve like that,
01:33you can very easily import it.
01:35Once it's imported, you can extrude it, bevel it, put surfaces on it, and render it out.
01:41Let's close that by hitting Close All Objects.
01:44Let's import again.
01:45Import > EPSF Loader and let's choose something else.
01:49Well here it says Convert to Close Lines and Polygons, PolyLines that is.
01:53Here you can choose Closed Polygons or Spline Curves.
01:56Let's do that and see what happens.
01:58It looks kind of the same down here but notice up here that there is not a
02:02polygon that renders.
02:03It's actually a curve. And if I come to my Modify tab and choose Drag for
02:08instance, we can actually take one of these points and you'll see that it's
02:11a nice curved font.
02:14It's not something that you necessarily will render directly.
02:17You're going to have to freeze this, meaning you're going to have to turn it
02:19into a polygon in order for LightWave Layout to render it.
02:23The reason you would import with a curve like this, however, is to further
02:26manipulate the shape.
02:28So it's very easy to import these as curves and control them a little bit more.
02:31Let's do one more thing.
02:33Let's close all objects from the File menu. Don't save it.
02:36Then from File, choose Import > EPSF Loader > Convert to Closed Polygons, and
02:42PolyLines, and this time turn on Auto AxisDrill, click OK.
02:47What happens is that the center of the A is now cut out automatically.
02:51So let me do that one more time: Import > EPSF.
02:54If I have Auto AxisDrill off, that A would actually be solid.
02:59That doesn't mean you can't use it.
03:00You can actually select the polygon, put it on another layer, and then cut a
03:04hole, but that's a little bit more work.
03:06Instead, click Auto AxisDrill on importing and anything like an A or an O will
03:11have that polygon cut out automatically.
03:14So EPS files, a great way to import custom logos, client-specific fonts, or
03:20just any particular shape you might have from Adobe Illustrator.
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Correcting EPS errors
00:00I've gone ahead and loaded up the 04_02_FontBegin file.
00:05This is an Illustrator file that has been imported, and you can see that it's a
00:09very nice clean object.
00:11It's flat, however;
00:12it doesn't have a backside.
00:14And of course, we're working in a 3D animation program, so we want to be able to
00:17fly into it and put some bevels on it.
00:19So let's take this flat object and make it a 3D file.
00:22And the way I am going to do that is go to the Multiply tab.
00:25I am going to come down and choose Extrude, and in the Top view,
00:28I am just going to click and drag back.
00:31Easy enough, got a nice 3D file but still a little bit plain.
00:35So I'll just click the Extrude tool to turn that off.
00:37Well, I want to bevel this.
00:38I want to give it some life because now that we do have a back and we have sides,
00:42well that's terrific, but we need to give it just a way for it to be highlighted
00:47as the light crosses in front of it.
00:49So what I am going to do is in Polygon mode here at the bottom of the screen, I
00:52am going to click the polygon faces of each one of these objects.
00:56I am holding the Shift key as I click these faces.
00:59Okay, the next thing I am going to do is select Bevel.
01:01I am going to make sure that if I press D for Display Options, under Units I
01:06want my Grid Snap set to None.
01:08You want to have very specific control over how our bevel works and if Grid Snap
01:11is on, it's going to snap that bevel and not give us this much control.
01:15And remember, up and down shifts your bevel, and left and right insets it.
01:20Okay, so we want to just give it just a slight little bevel about like that.
01:23Then I am going to click the Bevel tool, and then I am going to press the
01:27Question Mark/Slash key, and our bevel looks kind of okay.
01:31But it's okay in the fonts. What about the big ampersand, big symbol
01:36there? What's happening?
01:37Well, what happens here is that the bevel might be good enough for the fonts,
01:41but because we have these tight little areas right here--and here's a little
01:44trick, by the way.
01:45I am going to move my mouse down to this corner of the font, press the G key, and
01:50that centers that area where my mouse was, and then I can hit the Period key on
01:54the keyboard to zoom in. Just a little quick tip.
01:57So what happens is that because this corner, each one of these corners, are very
02:01thin, the big bevel that I put on made those polygons overlap, and basically it
02:07kind of turned that polygon inside out.
02:09So what do you do about that?
02:10Well, you can do two things.
02:12You can, of course, undo and re-bevel, but what might happen is that that bevel--
02:18Ctrl+Z to undo right there.
02:20Press the B key to bevel again and then if you just watch that very carefully,
02:24even a tiny little bevel starts to give it some issues.
02:27So I'll tell you what. Let's do this.
02:29Let's keep the bevel the way we want, and let's fix it.
02:32If you can't make the smaller bevel, then you fix that one, and it's very easy to do.
02:36So here's what we're going to do.
02:37We're going to come down to this Back view, expand the view by clicking
02:40the right corner there,
02:42move my mouse over this corner, press the G key, period, a couple of times to move
02:47in, and there's my issue right there.
02:49Very simple to fix!
02:51Come down to the Points so we're working in Points mode.
02:53Use your right mouse button, and we're going to select all of these and then very
03:00simply, all we have to do is weld them together.
03:02So from the Detail tab, select Weld.
03:05It says 4 points welded. And then you can press Modify and drag and just kind
03:11of tweak that a little bit back up there.
03:14Now click and hold my Move tool over here and I'll move up to the top-left corner.
03:19That's okay.
03:21In the bottom-left corner, it looks like it has a little issue there.
03:25So I will select these two points and then go back to Detail and choose Weld.
03:29Now one thing Weld will do, it will pull the weld to the last-selected point.
03:35So I'll click Weld, 2 points welded, and you can see it joins them together.
03:40Let's pull back out.
03:43Let's expand back to a Quad view and look what happens.
03:46Our geometry is fixed.
03:48No more holes in that one.
03:50And that's all you have to do.
03:51I know it's a big issue with a lot of people for EPS files, or Illustrator files,
03:55when they bring them in and some people feel that you can't actually use them. But you can.
04:00It's just you have to remember,
04:01when you bevel, some of those tight corners cross over. Let's do one more.
04:07Point mode, right mouse to select those, click Weld from the Detail tab, 5
04:15points welded. And of course, you can use your Drag from the Modify tab to just
04:20center that back out a bit.
04:23Click and hold the Move tool to come down to the bottom-left here, and you can
04:27also see this on font as well, not just Illustrator files, because this is not
04:32really an Illustrator thing;
04:33it's more a small-font thing and a bevel thing.
04:36It just so happens that we have fine details with bevels in Illustrator files
04:41like we brought in here,
04:42so that can happen.
04:44So Weld, also Ctrl+W is the Weld command on the keyboard, and then we'll go
04:48back to Modify and drag, and we'll swing that over, and I think there's one more right here.
04:55So move your mouse over this area, press the G key, period key to zoom in,
05:00Spacebar to turn off the Move tool, and then we will right-mouse around these.
05:04Ctrl+W is Weld. Click OK. Ctrl+T is drag, and that's the same on the Mac or the PC.
05:15And then I believe that is all of them.
05:18I think there's one more right here.
05:20So I'll press the G key for that area. Let's zoom in a little bit.
05:23You've got two more areas right here.
05:25So within minutes even with explaining it, we can fix these pretty quickly.
05:31So I'll select these, Detail tab > Weld, and then select these and then Weld and
05:38then Ctrl+T is my Drag tool.
05:40And I can click right on the point and drag it.
05:43So let's bring our quad view back by clicking the top-right corner.
05:46Let's press the A key to fit, and now our ampersand, our & symbol, is all fixed.
05:52Bevels look really good, and what's nice about this is that we can zoom right up on top of it.
05:57We haven't even put any smoothing or surfacing on it yet, but you can see that
06:00the objects are very clean and the bevel is very legible.
06:03So it works very well.
06:05So, fixing bevels, working with small, thin fonts, or EPS, or Illustrator files,
06:11very easy to fix with the Weld tool.
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Creating 3D text objects
00:00If you are not fortunate enough to have an EPS or an Illustrator file to build a
00:03text object, it's not a problem.
00:05LightWave Modeler has quite a few text controls that you can use to build your
00:09own text, fonts, logos, et cetera.
00:12So from the Create tab, down under the Text category, and you can see there are
00:16five different options to choose from.
00:18The make_text button allows you to import a text file. So if you have a long
00:22string of text, you wanted to create your own Star Wars-like introduction, you
00:26can load that up and it will automatically generate that into fonts for you.
00:29But more often or not, you are going to create something with the Logo or the Text tools.
00:33The Logo Maker, just type in anything you want such as 'My Logo'. It's good.
00:39Extrusion depth could be 500 mm, and then you can choose a font. Come down and choose Arial.
00:44If you click OK, it automatically just makes a quick easy logo for you.
00:48Kind of basic, but it works.
00:51Now sometimes I like a little more control over things, so I am going to
00:54Ctrl+X to get rid of that.
00:55The Multi Text is big, massive tool that you can use, and I just put some text in here
01:01I took off from Wikipedia, and what this is allows you to come down, again, we'll
01:06just choose Arial, something a font everybody has.
01:09Alignment could be Left, Center, or Right. We choose Left.
01:12You can load a text file, you have Sharp Corners or Buffered.
01:16You can center it out, scale it and so on. Kerning, for in between the letters,
01:19and I'll show you that in a little bit. And of course you can have
01:22multiple lines of text in here.
01:23As soon as you click OK, it generates that.
01:26Let me expand this view right here to a long string of text, whatever I put in there.
01:30And for the most part this one works pretty well. It does a nice clean job.
01:34So, you can use the fonts--and I've done this for quite a few projects--
01:38I used fonts as elements.
01:40They don't always have to be as bold as "here is a logo right in front of you
01:44that's the title of a company."
01:46It can simply be an element.
01:47In fact, a company logo, the majority of the design is a series of different
01:52script fonts all blended together.
01:54You don't really know what they are until you took a closer look at it.
01:57So let's do Ctrl+X to cut that.
01:59The next option is Text Layers, and similar to the Multi Text this one will
02:04create layers for you.
02:06So again, I'll do My Logo, go to Font, and I'll choose Arial again. Easy enough.
02:11Then what you can do, you have Font Spacing, Font Scaling, Extrusion.
02:16This one, however, will bevel for you, which saves you a little bit of
02:19time, which is very nice.
02:21You can jump over to Surfaces and this will create three different surfaces
02:25for you, from the size of the fonts to the bevel and to the face, and there's a reason for that.
02:31You'll often want to put the reflections on the bevel a lot shinier than
02:35perhaps on the side.
02:36The side of logo might actually have a smoother surface than the face, where
02:40it's going to be flat, and of course, you might even just want different colors.
02:43Then you can have multiple layers.
02:45You can set it up per Word, Single, or per Letter.
02:48Meaning these layers up in the top right corner, this Text layers command will
02:53separate through those layers if you want it to.
02:57Finally, you can say where to create this object, and it will build the scene for
03:01you that you can load directly in Layout, so it's quite nice.
03:03So I am just going to click OK, and I'll press the A key to fit, and this is the
03:07only issue that you might have once in a while, depending on your font.
03:10Now the font is fine, and this is something that you might see from time to time.
03:14This has to do with the video card display, just OpenGL, and I'll show you how to
03:18fix this in a minute.
03:19You can see that the logo is built.
03:21It actually has a nice bevel to it, and if we jump to the Surface Editor, which
03:25we haven't covered yet, you will see that there are actually three surfaces
03:29that we can put on there.
03:30So, that works out quite well.
03:31You'll also notice that we have all the letters separated into different layers,
03:37and the reason you would want that is to perhaps you want all these letters to
03:41tumble in when you get to Layout.
03:42So if you are animating this, you need each one of those letters to be on a
03:46separate layer in order to animate.
03:47If you're animating the logo as a whole, you can still parent it to a null object
03:51just a information channel, and have that animated as well.
03:54Let me show you what happens here to fix this M. Now normally when this happens,
03:59and if you look your font in the wireframe is fine, but your OpenGL view, the
04:03shade view, doesn't look right.
04:05So from the Modify tab there is the Drag tool right there, and all you need to
04:09do is just take one of these points and if you just adjust it, often you can fix this font.
04:18See how that changes? And it's these points right here that are causing the issue.
04:23So similar to an EPS file where the bevel overshot and crossed over, this is one
04:28where these corners just extended too long, and this essentially turn the face inside out.
04:34So don't get too alarmed when you see things like that.
04:36Just really pay attention to the wireframe and the shape of your model. And in
04:40that case, it works out okay.
04:42So Ctrl+X to cut that.
04:43We don't need that one. Let's do one more.
04:45So under the Create tab, choose just the Text tool, and you'll get a little
04:49cursor that comes up.
04:50I am going to click right here in the Back view, and the reason I like the Back
04:53View is because when I get to Layout this will be facing my camera.
04:56My camera will see this font directly in the middle. And I'll type in My Logo.
05:01Easy enough, we've been doing that.
05:02I am going to press the Numeric button down at the bottom, and here are the Text
05:07Tool Numeric controls.
05:08I don't like this font at all. And we've been using Arial, but let's go ahead and
05:12do something a little bit nicer, like Book Antiqua, and that's a font that's
05:16pretty common on PCs and Macs.
05:18You can see that before I've even finished this the fonts automatically change
05:22right in front of me.
05:23I've got scaling and kerning in here that I can do, and really all I want to do
05:27in here is just press 0 for the to Center X, 0 for the Y, and 0 for the Z, and
05:32that brings that cursor right to the center zero.
05:34Alignment could be Left, Centered, or Right, and that alignment is left, center, or
05:39right of the text cursor.
05:41I usually do it left.
05:42It gives me a little more control.
05:45Then the last thing I could do is when I zoom in I can kern, and there is a
05:50little tiny line right there on this tool, and if I click and hold my mouse on
05:55there, I can actually scale this in or out.
05:58Sometimes you'll need to do this more often than not. Certain fonts just
06:03don't line up properly,
06:04so you might want to do it manually.
06:05For instance the o is little close to the L. The y might not be close enough.
06:10That's because each font has its own unique bounding box that the
06:13computer understands.
06:14It's just kind of an invisible boundary, and that's what it sees when it
06:18brings these together.
06:19So for instance an A, let me just do this Shift+Backspace, we'll remove that.
06:24If you type AV, that's what happens: you get that very big space in between.
06:28You should be aware that you should never let a font look like that.
06:31The reason it does that is because if you envision a box around this font and a
06:36box around this font, look where they line up, right in between A and the V.
06:40So you always want to kern those to get those little bit closer together, okay.
06:45So Shift+Backspace will get rid of those.
06:48Type in My Logo again, and then let's kern them out. And then if you grab the top
06:54handle, you can actually size the full logo itself.
06:57Turn off the Text tool, and now you can use just your regular modeling tools.
07:03You can go to Multiply, choose Extrude, click and drag from the top, turn off
07:08Extrude, press the A key to fit, and we'll zoom in, and just like that, we've got a
07:13very nice font logo that we can work with.
07:16Remember, these are all individual polygons.
07:18So you can select one, then if you press the bracket key two over from the P key,
07:23that will select everything connected to what you just selected, and then you
07:26can move that around.
07:28Press the T key for instance, and you can move this up like this, and then you
07:32can press the Question Mark/Slash key to deselect. Click on this one, press the
07:37Right Bracket two over from the P key, T key for Move, and that's just the Modify >
07:42Move, and you can move this down.
07:44So, without much effort-- we'll click to turn off the move--
07:48you can create a very unique logo just with some simple fonts.
07:52So the text tool in LightWave Modeler quite powerful, quite a few that you can
07:55use, whether you want it fully automated or just a manual setup, the choice
07:59is yours.
Collapse this transcript
Building objects with curves
00:00Working in LightWave Modeler with simple primitives is one way to start building
00:04just about any kind of object,
00:05but every once in a while
00:06you need to build something a little more specific.
00:08And in that case you can actually use a curve.
00:11If you look at the Create tab down at the very bottom-left, there is the Curves
00:15category and you can start with a sketch where you can literally click and hold
00:18your mouse and sketch out a curve. And this is in 3D space,
00:22so that curve right there can be used for all kinds of things.
00:25So in an upcoming video you are actually going to see how we can use that to
00:29build and clone other objects.
00:31So let's do Ctrl+X to get rid of that.
00:33For you artists and designers there is also the Bezier, and you can click and
00:37pull the curve out like that, and then you can pull right on these little
00:40handles here and shape this out. And if you open the Numeric panel, you can change
00:45the subdivisions, so how much detail--
00:47less or more--is in that curve. So, a nice way to work.
00:50But one of my favorites is the Spline Draw, and with this I can actually just
00:55build a very nice controllable curve. And any of you that have ever worked in
00:59Illustrator or have done curves in Photoshop, you know that if you have more
01:03points closer together you can create sharper turn, and if they are farther away
01:07you can create it smoother.
01:08So it is a very nice way to work.
01:11So what I am going to do is actually show you how to build an object based on
01:15an image with a curve.
01:16So let's Ctrl+X to get rid of that.
01:19Press the D key and under the Backdrop tab in the Display Options, you can
01:23control what your viewport looks like.
01:25So we have our Top Left, Top Right, Bottom Left and Bottom Right viewports.
01:30Well since we want our camera to look at this when we get into Layout, we want
01:34the Bottom Left, or the Back view,
01:37looking towards the back of our scene.
01:39And from that Image dropdown right there, we can click and say load image, and
01:44from the Chapter 4 Images folder, you load the genericbottle.jpeg.
01:50That puts a nice little diagram that I have put in there for you, which is just a
01:53simple bottle, but kind of hard to see at this point.
01:55So we are going to do two things:
01:56we are going to take this size and bring it up to about 6 m, and then we are
02:00going to change the Image Resolution from 500 k to let's say 2000.
02:06That makes it much cleaner.
02:07So don't worry about this Image Resolution.
02:10It has nothing to do your final model or anything else.
02:12It actually is just your display resolution.
02:15Now, if we start building a curve over this, it might actually be kind of hard to see.
02:18So we want to bring the Brightness down on this, and you could see how that works.
02:23You can also bring the Contrast down.
02:25You just want to just kind of ghosted back there, so it makes putting your curve
02:29over it little bit easier.
02:30Depending on your model, you can hit Invert if that's easier for you to see, but
02:34for the most part that's going to work okay.
02:36We can close this out, and I am going to expand my back view by hitting this top-
02:41right corner here and I can zoom in a little bit and what we are going to do
02:45then is change the Curve to Spline Draw, and we are going to start right here at
02:50the center cursor right here.
02:52We are going to put right on that Y axis.
02:54I am going to click right there, and then we are going to move over to this next
02:58end right here, and that creates that long flat curve right there, and then you
03:01are going to click kind of about over here.
03:03Now as I start adding more points, you could see that affects the curve behind it.
03:07So it's really pretty easy to create the shape now because I have a reference to
03:12work with, and that's the beauty of putting an image in the background.
03:15Now just don't worry about it not being super-precise at this point because you
03:19can go back and tweak this once it is done.
03:21Biggest thing with laying down curves like this and I am just clicking away is
03:26that you can come back and zoom in and create more detail.
03:31But you also want to make sure that get these down as evenly as possible.
03:35That's always a good thing.
03:37I am going to zoom in a little bit so we can get to the neck of bottle and make it
03:39a little bit cleaner for us.
03:41Now, if I click too close to this, what will happen is that I end up
03:46grabbing the same point.
03:48So the little trick I always do is I kind of click over here and then I pull it
03:51back in. And generally just want like two points around the corners.
03:55So I am going to come in like this.
03:58I am not going to worry about the cap just yet.
04:00We will come up to the neck of the bottle, and then we'll do the cap in a separate layer.
04:03And I will just come up like this, and very quickly you can see that it doesn't
04:10take too long to do.
04:12Now, similar to other projects, you can come in and create this straight and
04:18bevel out these edges or polygons little bit later on.
04:22But if are taking the time to do this with a curve, it's always fine
04:25just do it manually like this. Not a big deal.
04:30And I try to come up with something that is a little simpler for you to use and
04:34this is a pretty good bottle that has a good bit of realism to it once it is
04:37done because of all these nice little curves.
04:39All right, so two points on each corner, and then we are not going to go to the other side.
04:44We are just going to go right back to the middle. And that's it.
04:46So I am going to turn off the Spline Draw, and I am going to come in and then
04:51press, from the Modify tab, my Drag tool. And with drag now I can come in and tweak
04:57any of these points.
04:58Now let me press the D key, and I am going to take this image and click none just
05:02to turn that off for the time being so you can see how this looks.
05:06Okay. And from here what I can do is just smooth out this curvature and just line it up.
05:13Okay, now we are just going to rough it out, but you can see that without much
05:17trouble you can very easily come in and click and drag and take these shapes and
05:21make them look nice and even, And if you feel the need to remove one, you can
05:25select the point and just simply hit Delete.
05:29Down here, I want to pull that curve in just a little bit.
05:33The next thing to do is to lathe this.
05:36It is also called loft is some other programs.
05:39But first thing I want to do is select these two points, and I am going to press
05:43the V key, and the V calls up my set value.
05:46What that means, it is going to actually move those points to wherever I tell it.
05:49So if I put it to let's say -1, it is going to shoot those all exactly to -1 on the X axis.
05:55All right, but I really want it at 0.
05:59My axis is my left and right, and we built right on that axis there.
06:03So I am going to press 0, and now I know that those two points are exactly at the 0 axis.
06:08And the reason that's important--I'll just come back here to a full view--
06:12the reason that's important is because when we come to the Multiply tab and we
06:15choose Lathe and we hit N for Numeric, the default starting angle is 0, and
06:23automatically as soon as I activated that tool you could see how it just
06:26revolves around that curve and makes that bottle for us.
06:30But before I turn this tool off, I can actually set the amount of sides I want.
06:35I can say 48, for instance, and get a much cleaner bottle. Or I can also use our
06:40subdivision surfaces.
06:41So I am going to do that instead. That gives us even more control for the smooth bottle.
06:45So 24 is fine. I will turn off the Numeric and turn off the Lathe. And if we take a look at the
06:51Top Down, we will see that it is solid.
06:53If those points were not set at 0 and I lathed around 0, I would have a little
06:57bit of a hole right there.
06:59So that's kind of important to make sure those points are lined up.
07:02But you see that we've got a lot of nice detail.
07:05We haven't adjusted the bevels at all.
07:07If I come here to the Smooth Shade and just quickly I am going to jump into the
07:11Surface Editor and turn on Smoothing and we will close that, and I will press D,
07:17go to our Layout and turn off Show Grid,
07:21just to give you a little bit better view of this.
07:24So here is the simple bottle with a nice complex top, with a very nice shape at
07:29the bottom, all from one curvature.
07:31So while you can do a cup like we did with bevels and working with edges and
07:34subdivisions, working with a curve and then using the Lathe command can actually
07:39create quite a nice shape.
07:41Let's quickly go to layer 2 by clicking layer right up here, and then let's
07:44expand down here at the bottom-left.
07:47Let's zoom in and let's create that cap in the same way, help reinforce this, and
07:51finish off the bottle.
07:53So we will select Spline Draw, start right in the middle, come to the end, and we
07:57want two points around the corner, and we will pull this one up here.
08:01I can going to pull these in just a little bit and probably three around this
08:05top curve and then one in the center.
08:09Turn off the Spline Draw, and let's press D, go to Backdrop, and turn off the
08:15bottle so we can see our curve.
08:18Select two points, press the V key--
08:21that's our Set Value command--and set them both to 0 on the X axis. Question Mark
08:26key to deselect, and we will come back here just so you can see this.
08:31Press the D key again.
08:32If that view pops up, just make sure you turn that off, and then what we will do
08:37is from the Multiply, select Lathe, hit N for Numeric, and it looks like I have
08:43an extra hole in there and that is because I think my point didn't line up at the bottom.
08:48And that's okay because we are actually going to open up the cap.
08:51So, click Lathe to turn that off, and that's the bottom of my cap.
08:57So what I want to do is just select those polygons and we are going to actually
09:01make this a little more transparent.
09:03So we will jump over to Polygon mode, and I am just going to mouse around these
09:07bottom ones like this. I am just holding down the mouse and circling around.
09:14We are actually just going to delete these because we don't really need them.
09:17And then Shift+Right Bracket will expand my selection.
09:22I will do it one more time to that edge and Ctrl+X to cut those away.
09:28And now we've got our cap that can be placed right over our bottle.
09:31I will press the A key if I want to turn this up. And so later when we get
09:39the surfacing we can put a transparent surface on the cap, so you could see
09:42the detail underneath,
09:44but we still have a nice curvature all at the bottom here and it lines
09:48perfectly up with the bottle.
09:50So working with curves is a great way to create shapes likes bottles,
09:54things that revolve.
09:56You could do banisters.
09:57You could do baseball bats.
09:58You could do tools.
09:59All of those things are very easily done if you bring in a background image and
10:03trace over it with a Bezier curve.
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Exploring Rail Clone methods and uses
00:00Another thing you can do with curves in LightWave Modeler is use them to
00:04create other objects.
00:06So while we used a curve to actually build a 3D model, you can then take that
00:10model and make more of them from a curve.
00:12Let me show you what I mean.
00:13We're going to go down to the Curves section here under the Create tab, and we're
00:17going to choose Spline Draw.
00:18I am going to expand out my Top view here, and I am just going to start down at
00:23the bottom. And I'm just going to very simply just create kind of a little
00:27curvature like this.
00:29I'll circle this all the way in, just like that, and I'll bring this view back to quad view.
00:38Turn off the Spline Draw.
00:39All right, it looks pretty good, but what can you do with it?
00:42Well, let's go ahead and load up another object.
00:45So I am going to say Load Object, and from the object files, I am going to
00:49choose 04_05_RailCloneBegin. And this is a simple bottle built also with a
00:55curve, and I am going to take this model and put it along with the curve.
01:00Now, when I load this model, it loads as its own project.
01:04In this dropdown up here on the top-right, I can have as many objects loaded as I want.
01:09Each object contains as many layers as I want.
01:13Well, I need this object to be into this object. How do I do that?
01:18A simple copy-and-paste can work.
01:20So Ctrl+C to copy on your keyboard,
01:23select the next object, and I'll choose a new layer--and this is
01:26important--Ctrl+V to paste.
01:29The way this is going to work is that these layers are going to talk to each other,
01:33the first and the second layer.
01:35So I want the curve in the background layer,
01:37so I am going to click beneath that little slash right there. And let's go back
01:41to our RailCloneBegin and then say File > Close Object.
01:46So it's important to understand
01:48you don't actually delete an object to get rid of it;
01:50you can close it--just as you would a Word document or a Photoshop file.
01:55You're closing a project,
01:56you're not necessarily deleting it.
01:58You can delete the contents if you hit Delete.
02:01So we've got our bottle. The background layer has this curve.
02:05What can I do with this?
02:06I'll come down to my Multiply tab. Down under Duplicate, there's the Mirror
02:11tool, an Array, a Clone, but under More, if you click that, there is actually
02:16one called Rail Clone.
02:17So we're going to choose that, and a simple panel comes up where we're getting
02:21Uniform Lengths, Automatic, or Uniform Knots, that is going to place something in
02:25each one of these points.
02:26Let's just choose Automatic and click OK.
02:28Well, this object has a little bit of detail to it, so
02:31it's just going to take a second to come up.
02:33But what it will do, it will actually take this bottle and replicate it all the
02:37way around this curvature. But look at the way it did it.
02:39It's not quite exactly lined up right.
02:41It's kind of neat and we got so many bottles lying around--or maybe that's a bad
02:46thing--but let's Command+Z or Ctrl+Z to undo, Ctrl on the PC, and then let's go
02:52ahead and move this.
02:53I am going to hit Modify > Move.
02:56We are going to put this bottle right in front of the spine curve, like that,
03:04and Shift+A to fit.
03:05The other thing I am going to do is I am going to make sure that my subdivisions
03:08are off, hitting the Tab key, which they are, like that.
03:11So you see the actual facets.
03:13That's going to help make things a little bit smoother for us.
03:16I'll go back to Multiply and then from the More dropdown, we're going to choose
03:20Rail Clone > Automatic, and it will clone all the way around that curvature.
03:27Or I've created, let's say I have a highway I've built, and I have a streetlamp.
03:31I'm able to actually make streetlamps all the way down very easily.
03:36I don't have to actually copy and paste it.
03:38So now, all of those bottles, although a little bit too large, follow that curve precisely.
03:46The reason they're following it precisely is because we have that first bottle
03:50starting where the curve starts.
03:52Okay, so I am undoing here, just a Ctrl+Z to undo, and what I am going to do is
03:56this one more time, but we're going to control how many are in here,
04:00simply going to Rail Clone, and then we're going to choose Uniform Lengths, and
04:05let's just do ten of them, and click OK. And you'll see it happens a lot faster
04:10because we're not replicating as many.
04:12So now I've told it to use that rail as a guide to create ten replicates.
04:17So it looks pretty nice.
04:19Now you can use this for all kinds of things, like I said streetlamps.
04:23You can use it for ornaments.
04:24You can use it for decorations. And that curvature doesn't have to live just in a flat plane.
04:30I'll do this one more time. Here's a little quick tip.
04:32Hit the Single Quote key, that's two over from the L on your
04:35keyboard, and it'll instantly reverse your layers, making your foreground your
04:39background and your background your foreground.
04:41If you go to Modify and choose Drag, you can click any of these points and move
04:47them on the other axis.
04:49So your curve doesn't necessarily need to be flat.
04:52So now I've got this crazy curve, and if we reverse layers again with the Single
04:57Quote key, and we'll come back to Multiply > Rail Clone, and click OK, now that
05:03clone actually happens all the way around that curvature.
05:06So, kind of a neat thing.
05:07It's a great way to create an array of objects but be a little more precise
05:11based on the curvature.
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Exploring Rail Extrude methods and uses
00:00Working with curves in LightWave Modeler is pretty powerful.
00:03You can create simple shapes, from text objects to bottles with more intricate designs.
00:09You can actually create cloned objects with a simple curve. But you can also
00:13extrude with a curve.
00:15I've gone ahead and loaded up the 04_06_ RailExtBegin file from the exercise files.
00:20And what this is simply just a flat disc. You can see it right there in
00:24one layer, layer 2.
00:26And layer 1 has a curve, and this curve was just drawn out using the Spline Draw
00:32right here from the Create tab.
00:34And making sure that the flat disc is in one layer and the curve is in
00:39a background layer,
00:40I can actually use that curve to generate an extrusion.
00:43Let me show you what I mean.
00:43Under the Multiply tab, we're going to come down to Extend, and under the More
00:49dropdown, there's Rail Extrude.
00:52It's also Ctrl+R as a shortcut.
00:55If you click that, you'll get a little panel that pops up and it says Automatic,
00:59Uniform Lengths, or Uniform Knots.
01:01Something like this I think Automatic would be just fine, so I'll click OK.
01:04And what happens is that disc is now extruded along the curve.
01:09Now lines up pretty well, and the reason it does is because I made sure that
01:14when this is lined up that disc at the curve's start--I always tell people
01:18it's like a needle and thread--
01:20you want that curvature going straight through the very front of that disc;
01:25otherwise, if it's on an angle you're going to get little bit of a weird turn in it too soon.
01:29The other problem with this is that it looks okay, but the polygons are flipped inside.
01:34Now depending on what you're building, that could be a good or bad thing.
01:38For a lot of things I do on a daily basis, something like this works for me.
01:42For instance, I often have to create body parts and travel through and maybe put
01:47blood cells in there.
01:48So here we can have a vein and now we can actually travel through this very
01:53easily because the polygons are flipped inside.
01:56And that curve allows me to actually model that the way I need.
02:00If I press F, I flip the polygons outward.
02:04And so let's say you're making a Cheez-It, or you're making frosting on a cake,
02:09or just even chords, or tubes for electronics.
02:12You could do it very simply with just a rail extrusion like that.
02:15And again, the smoothing, even through we're in Smooth Shade mode, comes from the
02:19Surface Editor when Smoothing is on.
02:22Let's say Font Shading. It's just a shading technique which we're going to talk
02:25about in our surfacing videos.
02:27But that's what curves out those little facets.
02:30So the Rail Extrusion is very powerful and very useful for chords, for arteries,
02:37and all kinds of little designs that you might need that are probably a little too
02:41organic and too specific to model on your own.
02:44But by setting up just a rail extrusion, you can do it quite easily.
Collapse this transcript
Modeling with Array
00:00Every once in a while you need to create a model that is really nothing
00:03more than a series of copies of an existing model, and while you can use the
00:08Rail Clone to create multiple copies, sometimes you need it a little bit more ordered.
00:12Let's say you are creating a field of trees: an apple orchard, or an orange farm.
00:17Well, let's load up a tree and try that.
00:19So from the File dropdown menu, I am going to say Load Object, and in the Chapter
00:234 folder, we are going to load the 04_07_Tree object from the Files folder.
00:28This is just a simple old palm tree.
00:30What we're going to do is clone this, but rather than a simple clone, we are
00:35going to use the Array tool.
00:37So from the Multiply tab, we'll select Array.
00:39A nice little panel comes up, and you can choose to do a rectangular array or radial array.
00:45You can choose the Count.
00:46So how many copies you want on the X axis. Let's just do 6.
00:49We don't need any on the Y at this point because, well, the trees aren't going to
00:53grow in the sky, so we are just going to keep that to 1.
00:56The Z count, we are going to set to maybe 8, and then we can jitter it a little
01:01bit if we want, so it just offsets it slightly to maybe 0.2, 200 millimeters.
01:08And then we can do the Offset Type set to Automatic or Manual. Perhaps we can
01:12make it 1 meter on each.
01:14Let's leave Y at 0, and then let's just click OK and see what happens.
01:18And at the very bottom of the screen, you might see a Progress come along.
01:22But because my Offsets was set to Manual, look what happens.
01:26While it creates a really neat-looking thing, the trees are kind of all
01:29overlapping each other. All right!
01:31So let's do a Ctrl+Z to undo.
01:33I'll click Array again and then go back to Automatic.
01:36The reason they overlapped is because my Offset set to Manual was only at 1 meter.
01:41So how do I know what that is?
01:43Let me move this to the side.
01:45My grid, you can see right down here on the very bottom-left, is set to 2 meters.
01:50That means every square is 2 meters in length.
01:52Well, I only had it set to 1 meter, so the tree was here and then it was about here.
01:57So what I need it to be really is about 1, 2, 3, at least 4 meters.
02:04So I can do Automatic or just tell it 4 meters for each of those axes that I
02:09want, click OK, and now you can see that they are not overlapping. Press the A
02:14key to fit them to view, and let's expand this.
02:17The only problem with this is that they look all the same. Just kind of all random
02:22is what we really wanted.
02:23And really the only true way to do this is to make a few, set the array for a
02:28few more, then clone those with an array, and so on.
02:31But you can manipulate this group a little bit just to create a little bit of a difference.
02:37So, I am going to go to the Modify tab.
02:38I am going to use the Magnet tool, and then with the right-mouse button I am
02:43going to click and drag out this circle.
02:46What this circle determines is the range of influence this Magnet tool will
02:50have. And then in the bottom view I am going to drag it out a little bit, too.
02:54I can click right on the center, again just using the right-mouse button to
02:58encompass just this one area, and maybe I'll scale it back just a little bit.
03:01So what's going to happen here is that this is like a drag.
03:05I am able to drag the group of points, but it's going to be stronger in the
03:09middle and it's going to fall off towards the edges, and outside of this ring,
03:13nothing is going to happen. So watch!
03:17See what happens?
03:18I can actually just pull this around in here and shape it, and now I can
03:24actually make it a nice tall little cluster.
03:26Then I can use my right mouse button, move it down here, and I can push these
03:31this way a little bit if I wanted, use my right mouse button to move it over
03:34this way, and change the size of it, maybe pull these back this way. And so
03:41with a little bit of work,
03:42I can actually create a little bit more variation to this without having to do
03:48too many more arrays.
03:50I'll just do one more over here, and we'll pull this back like that.
03:55So I'll click the Magnet tool to turn that off, expand this out.
04:01And so just by varying that, you can see that all those leaves now have a little
04:06bit more randomization to them.
04:08So if you were going to do this again, perhaps go ahead and use a straight tree,
04:13and then you can use the Magnet tool to bend it, but it's a great way to make a
04:17series of bushes, a series of leaves, trees, even simple products.
04:23If you were going to do a big bowl of M&Ms, you can make one and you can set an
04:26array for all of those using the radial array versus the rectangular array.
04:31So Array, Clone, they are all really great tools to create all kinds of
04:35things for medical to architecture to very simple medical animations,
04:40anything you can think of.
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Using Symmetry
00:00As you work in the LightWave Modeler further grows, you are going to be
00:03building things such as human heads, airplanes, cars--things that are
00:07symmetrical on either side.
00:09So you can use the Symmetry tool to help you with your modeling.
00:13Let me show you how that would work.
00:15I am going to create a box.
00:16I am going to do some very simple here.
00:17We are just going to build out just kind of a long tube like this. And in this
00:22Top view I can use my up arrow and my down arrow to create and remove segments,
00:26and I can drag one to the right by just hitting my right arrow.
00:29In the Bottom view make sure you have your up arrow hit twice so that you've got
00:33three segments on the Y axis like that.
00:36I'll turn the Box tool off.
00:37Now the biggest thing to understand when using symmetry is that whatever you
00:41have on the positive x axis, on the right side, has to be equal on the negative X
00:47axis, on the left side.
00:49Symmetry only works on the X axis.
00:51So what you need to do is center this out.
00:54So under Modify under the Translate, there is the Center button.
00:58Earlier in the course we had reprogrammed that to F10, but by default it's set to F2.
01:03If you're on a Mac and you've not changed your F keys, your function keys, you
01:07can hold down your Fn key and hit F2.
01:10Or if you've reprogrammed it you can do that as well.
01:12But look what happens when I do that: the whole object kind of disappeared.
01:16And the reason that happened is because at the bottom of my screen I already have Symmetry on.
01:20So what happened there is that my action only happens on the positive X and you
01:25could see that right there is +X, positive X. So you got to be really careful
01:30with symmetry and only put it on when you need it.
01:33So now when I hit Center, the entire object centers, not just the right side.
01:38So now we could put Symmetry on, and what happens is that when I click on the one
01:44side, the opposite side automatically selects with it.
01:47From there, I can say Bevel and go to Multiply, hit Bevel, and I can click and
01:52drag and start building,
01:54well, I don't know, wings for a poorly looking airplane. And I'm just using my up
01:58and down mouse just to shift, and then we'll hit right-click one time, which
02:03creates a new bevel and resets it, and then up and then moving my mouse to left
02:08and right I can shift that a little bit just to inset it.
02:12I'll click Bevel turned off, and then we'll just click on that to deselect.
02:16And when I hit my Tab key for Subdivision surface, we very easily created some
02:20little wings there.
02:21But what's great about the Symmetry tool is that I can use something like Drag
02:26from the Modify tab, and whatever I do, again, on the positive X, on this right
02:30side of the Y axis will automatically be mirrored on the left side.
02:35So now I can very easily shape out my little airplane here. I can come to
02:39my right view and just shape this out as well, flatten out the bottom.
02:44If you have created this with less segments, you might have a little less to
02:47work with and it might work little better for you. Just a good example here.
02:53So now you can see that I've shaped out that box pretty easily only moving
02:57just the points I need without too much effort. And let's say you wanted to
03:02create a back wing.
03:03I'll turn off the Drag tool.
03:05Make sure I am in Polygon mode and Symmetry mode is still on. And then what I
03:08could do is just come down here and even select those back polygons like that,
03:12hold the Ctrl key to deselect anything I don't want, press the Bevel again, and
03:18then click and extend that out.
03:19But because those are angled, because I've already used my Drag tool on them, I
03:23need to change them a little bit.
03:26So make sure your mode, your Action Center of your mouse is set to Selection at
03:30the bottom of the screen there, and then press the Y command, which is your Rotate
03:34tool over here on the left.
03:36That allows me rotate from wherever my mouse position is.
03:39So I can just rotate that based on the mouse position right there, and I can
03:43select Move and I can move that out just a bit.
03:46Then I could choose Stretch and I can shrink that down a bit.
03:52Then choose Rotate again and rotate right from here, and then I can choose from
03:58Multiply > Bevel, and we can Bevel that out and then Stretch.
04:06Again, press the H key. You can stretch that down and this creates some fun crazy wings.
04:13So I know a lot of guys that are really into spaceships and they love to
04:17create things like this.
04:19So Spacebar, turn off the Bevel tool, and just click to deselect.
04:24And so with just a few clicks you can create some really interesting shapes and
04:28then using technique shown earlier in the course to add detail to bevel, such as
04:33creating those edges and creasing them with a little bevel, you can very easily
04:37create something more complex and not worry about both sides of the object, just
04:41work on one at the same time.
04:43However, sometimes you're going to need even more complex things.
04:46So I am going to load up an object here.
04:49Load Object, and it's called 04_08_HeadBegin. We are going to load that.
04:54This is an old head object that I created a long time ago. I'll press the A key
04:58to fit and you could see that without Subdivision Surfaces on it's just kind of
05:03chunky, so I'll hit the Tab key and you can see it smoothes that out.
05:06Notice it's only half a head.
05:08Well that's because a lot of times when you model human heads you do want to do just one side.
05:14It makes a lot more work creating both sides.
05:17You build just one side of this, and then you can go to Multiply, choose Mirror,
05:21hit the Numeric key and make sure you mirror over the 0 Y axis.
05:29And that way I know that this is perfectly even on both sides.
05:32Now a human face really isn't exact on both sides. Nobody's really is.
05:37But when you are coming into 3D animation and 3D modeling it's often good to
05:42start that way and then use your Symmetry tool to offset and change it a little bit.
05:48So let's come down here to Modify.
05:50I can use my Drag tool, and as I drag on one side of the face--and in fact, let me
05:55come up here, let me expand my Shaded view just to show you how this looks.
06:00It looks like my center is just a little bit off there.
06:03We just need to merge those points.
06:06I can click on any of these points here and what I do on the right side
06:09happens on the left.
06:10So it makes is very easy to manipulate a face after the fact.
06:14So you build half of it, mirror it over, and then using Symmetry you can change
06:21your design. It works quite well.
06:24However, if you want to create something little different, turn off Symmetry,
06:29and then you can just simply manipulate one side of the face and not the other.
06:34The only problem with doing that though is that once this data does not equal
06:39this data, when the left side data, the -x, does not equal the right side, +x,
06:43this symmetry will no longer work.
06:47So just be organized with that.
06:49The last thing is that line in the middle.
06:51When I had mirror that over, I needed to make sure that my points are exactly
06:56equal on that zero axis.
06:59So if undo a few times, I'll show you how to fix that.
07:02I'm just going to undo back to the point before I mirrored over, and we are
07:08going to make sure with Point mode that all of these points right here, all the
07:14way down the center.
07:15I'll press the A key to fit.
07:16We'll hit Select Loop, just select all the way around and if a few x's get
07:21selected that's okay, you can just hold the Ctrl key and just even right-mouse
07:28around those ones you don't want select, okay.
07:31Then I am going to press the V key, Set Value x to zero, and then we'll click a
07:38little blank area here to deselect-- another way to deselect rather than the
07:41Question Mark/Slash key--and then we'll come to Multiply > Mirror, hit the
07:47Numeric key, make sure Merge Points is on, and then turn off, and now you can see
07:53that that line down the center of his head is gone. Very important that those
07:57points get lined up exactly right.
07:59So the Symmetry tool is great for modeling simple object, modeling spaceships
08:04and aircraft and things that are same on both sides, but it's also terrific for
08:08doing characters and humans where you need to have the same thing happen on both
08:12sides of your model.
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5. Creating Surfaces
Understanding the Surface Editor
00:00After you've created a model, you are going to need a surface on it, that is of
00:04course if you want just a flat gray model.
00:06But you'll see the surface that are in both LightWave Layout
00:10right here on the top-left-- you can press F5 to open it--
00:13but you'll also see it in Modeler.
00:14So if I click over here in the top right to jump in LightWave Modeler, you'll
00:18also see the Surface Editor here.
00:19This is the exact same panel in both programs.
00:22I am going to show you how to work through this Surface Editor and how to create
00:26surfaces, but we are going to do it mostly in LightWave Layout.
00:30So let's click the dropdown in the top-right and say Switch to Layout.
00:32So let's work out way through the Surface Editor.
00:36What I am going to do is load up a file here.
00:38I am going to say Load Object from the File dropdown menu. And from the Chapter
00:425 folder, I will open up the 05_01_Balls scene.
00:46Now it is just a series of balls on flat ground.
00:48You will surface this yourself shortly.
00:53But what you will see when this comes up is a number of different surfaces.
00:56These were all set up in LightWave Modeler.
00:59You've got a surface for the ground, the red ball, the yellow ball, the blue, and the green.
01:03So let's just work with one of these.
01:07In the Surface Editor, it kind of looked overwhelming at first, but it's really not.
01:10Let's start over here.
01:13The Edit by > Object or Scene will allow you to look at editing of your surfaces
01:18when you've got a much more complex scene.
01:21So for instance, right now we have this set up to edit by object.
01:24If you choose by scene, you will get a warning that says, "Surfaces with the same
01:28name will be edited as a single surface," and we will say yes, we want to proceed.
01:32And what this will do is show you every surface in your scene.
01:36So how does that compare to an object-based edit?
01:39Well, what that means is if you've got multiple objects that are the same in your
01:43scene and they have the same surface name but different surface properties,
01:47you can kind of get yourself in a little bit of trouble by naming it Scene, by
01:52setting Edit by to Scene,
01:54because the same surface will be edited together.
01:57So the way to avoid that is to name everything accordingly.
02:02So if this is the red ball 1, it would be red ball 2 for another one, for a copy,
02:08red ball 3, and so on.
02:10So you never want to name something exactly the same, even if it's in multiple
02:14parts in the scene, and then you will avoid Edit by altogether.
02:18If you have got a very large scene with a ton of surfaces, you can say Filter by,
02:22and say let me see surfaces with textures, or let me see ones with just shaders
02:26on, or let me see ones that just have their own preview.
02:29For the most part, you are not going to use that too often.
02:32Also, if there is a pattern, if I have let's say a ton of geometric shapes likes
02:36squares, triangles, and so on, I want to see the surfaces just with the name 'ball'.
02:42That will show me those, and if you notice, the ground surface is not visible anymore
02:46when you have a scene that is very large and has a lot of surfaces.
02:50So over in the top-right, you can see most of the main controls.
02:53This little guy right here will actually shrink your panel down a little bit if
02:56you don't want to see your surface list.
02:58You can load and save a surface.
03:01You can rename a surface.
03:02You can also display any version of the surface you want.
03:06For the most part, we are always going to keep this on Render Output, and that
03:09shows right here in this icon.
03:12You can change and look just at the Color channel only,
03:14the Luminosity channel.
03:16So if we had Luminosity up, you would see just that.
03:21But for the most part Render Output is what's going to be your most common.
03:24Let's work our way down.
03:25This Basic tab is going to give you all of the main surfacing tools you'll need.
03:30The Edit Nodes we are going to cover in the next video.
03:34From there, you've got the color of your surface, the luminosity, which is like a self-brightness.
03:39So if you bring this up, the object becomes self-bright like a light-bulb.
03:43Diffuse tells the surface how much light to take from the scene.
03:47When I bring it down, you could see it gets much darker. And you are going to
03:50vary this Diffuse value based on the lighting in your scene.
03:53If you have got very, very bright lights,
03:55well you can tell the surface, don't accept as much light.
03:58Specularity is how shiny it is, and you could see a little hotspot come up when I increase that.
04:03The Glossiness, if it is a low gloss, now it is going to be more like a plastic ball.
04:10If it's a high gloss, it will be more like glass
04:11and you have a very tight hotspot right there.
04:15So high gloss and low gloss.
04:16If it has reflections, and we will set Reflections with another tab in just a
04:21moment. Transparency, if you are going to make transparent objects like glass.
04:26And when your Transparency is on the Refraction Index becomes available.
04:30Light refracts or bends as it goes through transparent surfaces.
04:33So when you look at a glass just on your desk, for instance, or through window,
04:38the light, what you see through it, bends, and looks somewhat distorted.
04:43That's what refraction will do.
04:44Translucency is different than Refraction and Transparency.
04:48Let's say you have a piece of paper you hold up to a light.
04:51You can see through it.
04:52If you put your hand behind it, you can see a shadow.
04:55But if you turn away from the light, the object looks solid.
04:58Well, that's a translucent object.
05:00It is different than transparency.
05:01Consider a thin piece of paper as translucent but a thin piece of cellophane as transparent.
05:07Bump Maps, if you are going to put them on,
05:09normally set to 100% by default, and you'll do that with the Texture Editor,
05:13which is right here. And Smoothing, which is one of the most important things
05:17with a lot of your objects.
05:18So I am going to zoom in here just to see this.
05:20This pink spotlight right here, I am just going to click on that, and we are
05:23just going to move that out of the way for the time being so it doesn't
05:25interrupt. Smoothing, let's take the big red ball over here.
05:29We will select that surface, and that tells the Surface Editor that's we are working with.
05:33We will click on Smoothing, and you can see that all of those polygonal facets disappear.
05:38This is called a Phong Shader.
05:40There is a number of different shading types in 3D, but this smoothing value
05:44uses a Phong shading.
05:45I am going to get set this to 0, and if I just click and drag this up, you'll see the surfaces.
05:52See how that changes?
05:54So sometimes you don't need it at its full default 89%; sometimes you only need
05:58it at about 20% or 30%.
05:59This is very important when it comes to fonts and things like that.
06:03Vertex Normal Maps, this is something you would set up on your points, or
06:06your vertices in Modeler for other types of image mapping, and this would go
06:10along with it if you can exclude it from the vertex stack. And sometimes your
06:14objects are double-sided.
06:15If you have a polygon, let's say like a piece of paper that is very flat and you
06:19want to see both sides,
06:20you hit Double Sided.
06:22Lastly, you can set a nice comment:
06:23Red Balls Are Great.
06:25And this is really good if you trying to remember what you set this for, what
06:28clients it was, how they liked, things like that.
06:30Just a little note.
06:32In the Advanced tab, you can change the Alpha Channel so that you can key this over.
06:36You can drop it over on other image later on,
06:39perhaps in Photoshop.
06:40Special Buffers are used to record different settings, which we will set later in
06:45the Image Editor, which is under the Windows dropdown.
06:48You can set a Glow property for the surface.
06:51You could tell it when it renders to render just the outlines and choose the
06:54size of those outlines.
06:56You can set a vertex color map, and this is again something to set up with the vertices,
07:00the point of the model in LightWave Modeler.
07:02And then you could do things like color highlights.
07:05Let me show you how that works.
07:06If I put Specularity on and put a nice and high and a little gloss. You can see that
07:10that hotspot right there on that red ball,
07:13it is white because the light is white.
07:16If I go to Advanced and I bring up the colored highlights, it colors the highlight the
07:22color of the surface.
07:24So certain properties, like a plastic ball for instance, wouldn't often have a big white hotspot;
07:29it might have more of a colored hotspot,
07:31a bowling ball for instance.
07:32Certain things like that would have colored hotspots.
07:35You can have a colored filter you put on.
07:37Additive Transparency is going to be used for, honestly, planets.
07:41There is not a whole lot more that you are going to use that for. And what that
07:44will do is allow you to diffuse sharpness, and you will get this nice, very sharp
07:50falloff and that's really designed for planets, these two settings.
07:53And then you have a Bump Dropoff so that your bump maps can fallback a little.
07:57And your Compatibility, if you are working with older LightWave programs such as
08:018.5 or 9.3.1, certain surfaces won't have some of these properties so you can
08:05set a compatibility.
08:06Back in the Basic tab, when you set Reflections, you have to reflect something,
08:11and a reflection is based on the environment.
08:13So if you go to the Environment tab, this is the area where you can set
08:16reflection options, such as reflect the Spherical Map, meaning that anything
08:21I reflect is mapped spherically in this LightWave 3D world, in this little virtual TV studio.
08:27So that object would reflect everything around it.
08:30But if I put Ray Tracing, it is going to reflect what's next to it: other geometry.
08:34So we will do that in a minute.
08:36Then you can choose what the Reflection Map is.
08:38It is great for putting metals on.
08:40You could put fractal noise images in there and reflect, have some shine to it.
08:45Then you could change the angle of that image map.
08:48You also have Refraction options that work very similarly to the Reflection options.
08:52Under Shaders these are additional properties that you can put on that
08:56are computer generated.
08:57So very easily you can put on a snow shader, or you can put on a water shader,
09:03and these will show up as you render.
09:05Lastly, is your options up here, your preview options, and that just changes
09:10your icon up here, whether you want to look at it as a cube, background black
09:13or checkered, or to see what is in Layout, and we need something else in there to do it.
09:19Antialiasing to clean up those edges, so it is a little bit cleaner, and then a
09:23Refresh Rate could be Automatic or Realtime.
09:25I generally like to leave it at Automatic because what it will do is allow me to
09:29make a change and then it ill update.
09:32If you have it set to Realtime, as I make changes you will see that change, and
09:38that could be little more taxing on your system,
09:39so I kind of like to leave it at Automatic.
09:42The last thing you are going to see here are these E buttons and these T buttons.
09:46The E button means envelope.
09:49So if you are thinking about animating, think of the word E. I know it doesn't
09:53make sense, but in olden times, E would go to an envelope.
09:58You are technically enveloping a value.
10:00Okay, but E opens the Graph Editor so that you can animate.
10:04That makes sense, doesn't it?
10:05So we are going to close this Graph Editor.
10:07We are going to talk about that in a whole other video.
10:09If you accidentally turn on one of these, hold the Shift key and click on it to get it off.
10:14But the E buttons will allow you change that value over time, and I'll show
10:18you how to do that. The T button is the Texture Editor and there is a whole another panel you have
10:24to learn, but it will make a lot of sense when we work our way through it.
10:27This allows you to put textures on objects. And that's it.
10:31That is the Surface Editor.
10:33So it's not as bad if you think.
10:34I just want you to remember to work your way down one step at a time.
10:38Don't just get in there and start clicking buttons and hoping for a change.
10:41Just do one element at a time, and you'll be fine.
10:43So the Surface Editor allows you to create all the surfaces
10:46you need for all of your polygons in your scene.
10:48It works very well with the Node Editor as well as the Image Map Editor and
10:54the Texture Editor.
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Comparing the Surface Editor and the Node Editor
00:01When we talk about the Surface Editor in LightWave, there's another portion to
00:05the Surface Editor that you might be interested in.
00:06It's called the Node Editor.
00:08So what I'm going to do in the Surface Editor is click on the Nodes, but I can't
00:11do that until I actually have some geometry with the surface on it.
00:14So from the File dropdown, we're going to load an object and we're going to
00:18load the 05_02_Balls and just four colored balls on a flat ground. And let's
00:25just work with the Red_Ball. We'll select that. But let's click the Edit Nodes button
00:30at the top of the Basic tab in the Surface Editor, and what you're going to see
00:33is this very nice panel--
00:34I will close the Surface Editor in the background--that resembles a nice working
00:41environment for a Surface Editor, but it's different than your basic Surface
00:46Editor. And you're not going to use this new Node Editor all the time.
00:50Some people very much like it and use it only as their surfacing; others like
00:54the basic Surface Editor.
00:55I use a combination of both, but why would you use this Node Editor.
00:58Well the Node Editor is a network, and it allows you to derive different portions
01:04of your surface through other properties.
01:06Let me show you what I mean.
01:08Right now, we have a default surface. This is what feeds the render engine.
01:12Okay, so this is always in here this, basic surface, and this is driven from the
01:16surface I created for my materials in LightWave Modeler. And I'll show you how
01:21to do that coming up.
01:22But what I want to is add a node, and we will does take a 2D texture, perhaps
01:27bricks, and what this does, it adds another node. So, what I can do with this brick
01:32surface--and this is a computer- generated surface just one that's built in
01:35LightWave--I can take any portion of this, the Color, the Alpha, or the Bump and
01:40drive it to the red ball surface.
01:43So perhaps I take the bump and I click and drag and hold and put that on the
01:47bump, and what happens is that my surface now has a bump map. Pretty easy, but
01:52then I can do more to it. I can take the color of this, and I probably wouldn't
01:56do much luminosity.
01:58But you can see that the black-and- white, computer-generated brick map here now
02:03pushes the luminosity up.
02:05Let's add another one.
02:06You can see there's all kinds of them down here: one for hair, one for different
02:10materials, different types of shaders for reflections, different diffuse values--
02:17diffuse being how much light your surface takes from the scenes.
02:19So this can get very, very deep, but a lot of times you want something simple
02:22just like fractal noise.
02:26This is great for landscapes.
02:28So what can I do with this
02:29now that I have this brick surface in here? Well, if I click this little arrow, I
02:33can collapse that bricks, so I can pull that down out of the way. I can take
02:37this fractal noise and I take the color and drop that to the color, but it sort
02:43of overrides everything. What if I took that color then and put it to the
02:47diffuse? What would happen?
02:49What happens is remember diffuse value tells the surface how much light to
02:53take from the scene.
02:55This black-and-white principle in LightWave--the white affecting more, the black
02:58affecting less--you can see it here with the bricks.
03:01This principle is used throughout all the surfacing, so what's happening here
03:06is that the white of this computer- generated fractal noise is allowing more
03:11light to be hit on the surface. The Black is allowing less to hit the surface.
03:16Pretty simple, but you're not taking each one of these nodes and dropping them to the surface.
03:21You can actually use one of these nodes to derive another node.
03:25So for instance, to remove this, just click and pull that off and let go the mouse.
03:29I can take the Alpha channel of the multi-fractal, the transparency map of it,
03:35and I can drop that into the Opacity of the bricks.
03:39So now my bricks have a whole different appearance on my surface.
03:43Let me just add one more. Come to Add Node, and then we can come down to
03:47Displacement if we wanted, different math functions. We can come down to shaders.
03:53Let's take Diffuse, and let's choose do an occlusion shader.
03:56Some of these are relatively simple, but they have a strong math function.
04:01I could take the output of this into the increment of the multifractal, and
04:06suddenly that changes how that appears, which then feeds the bricks, and now you
04:11can see just a very slight variation of the diffuse values.
04:15One more thing to know about these:
04:17to get rid of them if you select just any node, press Delete on your keyboard.
04:21That will get rid of it.
04:22You can also double-click any of these and get a full-surface properties.
04:26Now each one of these would vary depending on what node you are using, but I can
04:29change then the color of this fractal, which just gives me whole another range of
04:34possibilities. And this is terrific for planets and landscapes, things like that.
04:39There is not necessarily any kind of function to follow. A lot of these are
04:44simply just kind of work with it and see what works best for you for the type of
04:48scene you're creating.
04:51So, different values of noise, and again, just all math functions. It's all built
04:54into LightWave, and then you can multiply these by adding them up and
04:59blending them all together.
05:01So this network of the Node Editor works quite well for any kind of surface.
05:06You don't need to use it.
05:07It just there if you want to create more organic, more advanced surfaces.
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Creating surfaces for polygons
00:01You've seen how the Surface Editor can work help you create some really amazing-
00:04looking surfaces and lots of colors, specularity, reflections.
00:08But if you look at the Surface Name list, how do you get these in here?
00:12Well, that all starts in LightWave Modeler.
00:14So let's hit the Modeler button in the top- right corner, jump into LightWave Modeler.
00:17What's going to happen here is that because this object was loaded in LightWave
00:22Layout, it automatically brought it over.
00:24That's what the LightWave Hub does.
00:26Let's go ahead and say File > Close All Objects.
00:28We don't need to save those. And then from the exercise files, we're going to
00:32load the 05_03 BallsBegin, and that is a similar scene without any surfaces at all.
00:38It just has your one default surface on there.
00:41So how does surfacing work?
00:43Well, what you're going to do is identify a set of polygons.
00:47The system is going to remember.
00:48You're going to tell it this set of polygons is this color.
00:52This set of polygons is this color.
00:54The way you do that goes back to kind of what we talked about in the very beginning.
00:57If you select nothing, whatever you do applies to everything.
01:00So if I just pressed Surface down here at the very bottom of the screen, the
01:04Change Surface requester comes up.
01:07I could say Nothing.
01:08When I do that, when I type in this surface--and we don't want it to be default,
01:12so uncheck that--and we set an initial color--
01:16let's just say a big pink color--
01:18we can say OK, and what happens?
01:20That's going to apply to everything because nothing was selected.
01:24The same principle that works with all kinds of things.
01:27Well instead, we want to select just particular items and give those unique surfaces.
01:31Let's go to layer1. We'll jump to Polygon mode.
01:34I'll hit the Spacebar.
01:35That allows me to click right on this ball right here, and then I'll hit
01:38my Right Bracket key to select everything connected to that. It selects the whole thing.
01:42But because this is on its own layer, I really don't need to do that.
01:47So it's just something to keep in mind.
01:48If you've got one large object that has multiple parts, you need to select that
01:54individual item to put surfaces on there. Then you need to select this one, put
01:59surfaces there, and so on.
02:01But because these are already separated into layers, that principle can work for
02:04us that if nothing is selected, it applies to everything.
02:08Everything in here is just one ball.
02:09So we'll press the Q key, which is also just a shortcut for the Surface button
02:14at the bottom of the screen, and we'll say red ball, give it an initial color, and we can say OK.
02:23But before I do this, I want to talk about this panel here.
02:25This is very confusing for a lot of people because here's what's going to happen.
02:29You're going to see the Surface Editor in the very top-left.
02:32You're going to confuse that with the Surface button at the bottom.
02:35Think of this as while it says Change Surface, it's really Identify Surface,
02:39and I've talked about this in other forums, and it's really important to
02:42understand that you're changing or identifying a surface.
02:45You're not necessarily modifying it here.
02:48You're creating a surface.
02:49We're going to say Red Ball. Click OK.
02:52Now, you don't have to color it.
02:54What happens is people do that and say, "Oh!
02:55I didn't want it red."
02:57They hit the Surface button and they click this, and they say, "Control is
03:00disabled," and then they email me, and say, "What's wrong?"
03:03Well, again, you are creating a surface in this panel.
03:06Well, the surface called Red Ball is already created, which means I can't adjust it.
03:12That's okay. All you're doing is identifying a surface. To adjust the color,
03:16that's where the Surface Editor comes in.
03:18I'll select Red Ball, and then I can change it to any color I want.
03:23If I felt like renaming, I can, like that.
03:28So I just want to make that clear.
03:29You're just telling these polygons what surface name to identify them.
03:34So we'll go to layer2, we'll press the Q key, and we'll call this Green Ball. And because
03:40this is a surface that hasn't been created yet, my color is available.
03:44I don't need to set the color, but I like to, because that helps me identify that
03:48I've created a surface for this set of polygons.
03:52Lastly, if you wanted to create multiple surfaces, you can do this.
03:56We'll select a couple of polygons like this, go to Select, and say Select Loop,
04:02press the Q key, and we'll say Stripe.
04:06Then you can create a different set of polygons right on the object like that.
04:10Press the Question Mark/Slash key to deselect.
04:13That's all you need to do to create surfaces, but they have to be done
04:17in LightWave Modeler.
04:18When you save this, that's what will be brought into LightWave Layout to
04:23apply your surfaces.
04:25Lastly, I should mention that the Surface Editor here in LightWave Modeler does
04:30work the same as it does in LightWave Layout.
04:32But there are some advantages, some big advantages of using Surface Editor in
04:36LightWave Layout--mostly in terms of previewing.
04:39So while I can do things in here, such as Diffuse, Luminosity, Specularity,
04:44Smoothing, and so on, the problem with that is that I don't get to see all of my lighting.
04:50Lighting is a very key component of working with surfaces in 3D.
04:54So for the most part, I don't use the Surface Editor in LightWave Modeler.
04:57I like to do it in Layout because it takes into account my reflections, my
05:00surfacing, my lighting, and the entire environment that I'm working in.
05:04But the surfaces need to be created in LightWave Modeler, and once you do that,
05:08you can do all the fun stuff in LightWave Layout.
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Editing surfaces
00:01Once a surface has been created in LightWave Modeler, it's often good to go into
00:04LightWave Layout to actually apply those surfaces.
00:07So I've prepared a scene that you can work with.
00:09Go to the File dropdown and instead of loading an object, this time load a scene,
00:14and from the Chapter 5 Exercise Folder, load the 05_04_BallsBegin scene.
00:19.lws is a LightWave scene.
00:21The difference between a scene and an object:
00:24the objects live within a scene, but the scene holds the camera position,
00:28lighting position; the objects hold the surfaces.
00:31So what I want to do now is put some surfaces on here.
00:34So let's hit the Surface Editor.
00:37I am going to move it over just a little bit, and let's start putting some surfaces on.
00:39Let's first take the ground surface.
00:41So we'll select that.
00:42That's what we want to work with.
00:43I want the ground to be a little more robust than this.
00:46So I am going to put a little Specularity on, about 30%, and Glossiness, about 40% is fine.
00:53But what's really going to help this is give it some reflection.
00:56So we will make the Reflection about 20%.
00:58But notice I don't see it here, nor do I see it in my view.
01:01Well, there are a couple of reasons for that.
01:03Number one, the normal OpenGL view, you're not going to see this.
01:07You will see it, however, if you go to-- I am going to slide this out of the way
01:11for a moment--up here at the top of your viewport if you click dropdown, change
01:17the VPR mode, and what VPR mode is is a Virtual Preview Render.
01:22This is a wonderful new thing in LightWave 10.
01:25Well, right now it doesn't look like much, but you will see in a minute that you
01:28are actually seeing a real-time render directly in your LightWave Layout.
01:32Well, the reflection is still not working. Well, why is that?
01:35You need to tell LightWave's render engine to calculate the rays.
01:38Well, what are rays?
01:39Rays are bounced rays of light.
01:42So for reflection it has to actually calculate that ray of light being
01:46bounced to show up.
01:47So from the Render tab, click Render Globals under Options, and then there is
01:52another Render tab within there and you can say Raytrace Shadows, meaning
01:57calculate shadows, and suddenly you see them come on.
02:00There is also Raytrace Reflection.
02:02When you click that, you can see those come on.
02:04So let's close that.
02:05So now when we make our surface changes we will be able to really get a feel for
02:08what they are looking like.
02:09So our ground is looking okay.
02:11Later on we are going to come back and we're going to add a little bit more to this.
02:14Let's go to the red ball since we can see that right away.
02:17The first thing I want to do is hit the Smoothing button. It changes all those polygon facets.
02:23Red is fine.
02:24We don't want it luminous, but we might want it to be reflective as well.
02:28So let's pull this back down about 80%. And you are thinking well, why would you
02:31bring the Diffuse Value down?
02:33Why would you not want it to have more light in the scene?
02:35The reason is I am going to add some reflection and what happens too often than
02:41not, people put reflections on, which is going to add to your surface brightness.
02:46And if you have 100% diffuse, if your surface is taking all the light from the
02:51scene, well then you have reflections at it, it's going to be overly bright.
02:55So you typically want to balance diffusion and reflection to equal about 100%.
03:00It's not a steadfast rule, but kind of a good starting point for you.
03:05We'll put a little Specularity on, about 24%, 25%, and we will make it a little
03:09bit higher gloss, about 60%.
03:10Now you can see it's reflecting the green ball next to it.
03:14Well what if you like this and you want to keep all those properties for the other ones?
03:19Well, there is an easy way to do that.
03:21If you right-click on the surface name, you can select a copy.
03:25Then I am going to go to the green ball, right-click and paste, and all of those
03:30properties are copied.
03:32But you're thinking, well, wait a minute. I don't want red.
03:34I want it green. That's fine!
03:36My thought process in this is that it's a lot easier to copy all the specific
03:40properties and make one simple change back to green than it is to add
03:45everything right in.
03:46Now then I could do the same for the blue ball.
03:50Right-click, paste my settings, and change the color to blue, and that's how
03:55simple it is to create surfaces in LightWave Layout.
03:58Let me do the yellow ball, right- click and paste, and change this to yellow.
04:05Make sure you just click right into your Layout to activate. Make sure that updates.
04:12So let me close this panel out.
04:14So you can see that with little effort, you can put reflections, shading,
04:19shadows, and this is all with one default light.
04:23Very simply you can create a nice smooth surface all with the LightWave Surface Editor.
04:27Surfaces are created in LightWave Modeler.
04:30In LightWave Layout you can apply all the color, texture, specularity, and
04:33glossiness that you need--
04:35a great way to start creating terrific looking surfaces.
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Understanding the Texture Editor
00:01Adding surfaces to objects with the Surface Editor is pretty straightforward.
00:05It allows you to create basic surfaces like you're seeing here with the
00:07Viewport Preview Render.
00:09But what if you wanted to add a little more interest to this?
00:12Well, you could use the Texture Editor.
00:15Let's open up the Surface Editor, and we're going to start with our red ball. We'll select that.
00:20You might have noticed these little T buttons next to all of these surface
00:24properties, and you're also going to notice these T buttons throughout LightWave
00:28when it comes to things like displacement maps for the object. Rendering.
00:33There's all kinds of places you can put this.
00:36So it's really important to learn the Texture Editor.
00:39So let's select the Color texture.
00:41So I am just going to click the T button next to Color, and this opens up
00:44the Texture Editor.
00:45I'll close out our Surface Editor, keep it clean, and I am going to move my view over.
00:50Now the way I am going to move my view is because I'm looking through my camera,
00:54I need to actually move my camera over.
00:56So I'll select Camera at the bottom of the screen and then press my T key for
00:59move, and then I can just click and drag to move my camera shot over.
01:03That way, you can see everything.
01:05Back in the Texture Editor, let's work our way down.
01:08A lot of people kind of just click all over.
01:10I've seen it happen quite a few times.
01:12What you really want to consider is that this is applying a texture to the color of the ball.
01:18Now, where you click this texture is what really makes a difference, and I'll go
01:22back to that in just a minute.
01:23The Texture Editor has layers, so you can layer up as many different textures as you want.
01:28What is a texture?
01:29A texture can be an image map.
01:31It can be a procedural or a gradient.
01:32Well, gradient will be like a transition, a procedural is a computer-generated,
01:37and an image map of course,
01:38well, that's an image. And that could be a photograph.
01:42It could be a reflection.
01:44It could be a piece of wood.
01:45It could be a scan from something you went to the lumberyard and took a picture of.
01:50You can layer those up just by simply saying Add layer, and choose which type of layer you want.
01:55You can copy a layer, paste a layer, or remove one.
01:58Pretty straightforward.
02:00Let's go ahead and put a procedural on top of our red surface.
02:03If I placed an image map on there, that would overwrite our red surface.
02:07We just want to add to it.
02:08So we're going to choose the procedural, and you could see right away in
02:12the Viewport Preview Render that it automatically is updated for us, which is terrific.
02:16But this default Turbulence, it's just a noise, just a fractal noise pattern.
02:21I can click and color this to anything I want and add to that.
02:25I can play with the scale and the size of it just to create all kinds of
02:30interesting shapes. But this procedural type has quite a few different things,
02:34and one I like a lot is Crumple.
02:36Let's say I had played with these values here.
02:39I am going to click Automatic Sizing.
02:41Automatic Sizing resets and looks at the geometry for me.
02:44Here, we can see I've got nice even values here, but I want to see it a little bit more.
02:48So I am going to select in the X. I am going to press 2 on my keyboard, hit the
02:53Tab key, press 2, hit the Tab key, and press 2.
02:55That way, I've evenly sized that all down.
02:58I could see it a little bit better.
03:00So the Texture Editor allows you to put Procedural Textures, Image Maps, as well
03:04as many other things, like a gradient.
03:07A gradient will allow you to change values over the course of your object.
03:12So this little bar right here is called a key.
03:15I can click to add a new key, and with that selected, I can change the color value.
03:21I'll make it orange.
03:23But notice it doesn't really change much.
03:25That has to do because of the way this key is right here in the Input parameter.
03:31So the Input parameter is based on the previous layer.
03:34We don't have any other layers.
03:36We can add one if we want, or we could change to Slope.
03:40What slope does, it actually looks at the curvature of the object.
03:43So now you can see the representation of this orange key fading to the white key
03:49right there on our ball. Pretty simple!
03:52I can select this key and take the Alpha to 0, and what happens is I see the red
03:57color from the base surface beneath.
04:00So the gradient comes from a solid color and fades to transparency, allowing
04:04the surface underneath.
04:05So you can see how this can get quite complex if you start layering these up.
04:09I am going to change this back to a procedural texture, and then I am going to
04:14copy this, Copy > Selected Layers, and then I'll say Use Texture.
04:17Then I am going to open my Surface Editor, select the red ball, and you can see
04:22that the texture is on. It's clicked.
04:24I am going to go down to Bump map and click the T button.
04:29Look at this panel.
04:30It's exactly the same. A few minor differences, a few variances, but it's
04:35exactly the same as the color texture.
04:38But what can you do in here?
04:39Well, the fact that this Texture Editor is set for Bump, it has a whole
04:43different effect. And I am going to paste down, say Add to layers or Replace
04:48Selected Layers and look what happens.
04:51That same procedural texture is pasted down, but because the texture is set as a
04:55bump we now actually have a nice bumpy surface.
04:59So, it works pretty well.
05:00With the Viewport Preview Render, we can actually see what's happening there.
05:04You can bring the Texture value down to say 20% and have less bump, or you can
05:10bring it up to 200% and have a lot more bump. And that's set to Turbulence.
05:16These are the same size and parameters that we'd set in our color.
05:19I'll bring this back down to default of about 80%.
05:22I could do one more thing.
05:24I can copy this selected layer, the Turbulence. Then I can go to Specularity and add a texture.
05:31Again, the same Texture panel comes up.
05:34So where you apply your texture makes all the difference.
05:36Once you learn this panel, you can apply it anywhere.
05:39So we'll paste this down and replace selected layers.
05:42What I've done now is I've told the system to only place the specularity where
05:47these white parts are.
05:49And by the same token I should mention that you can click and drag around this
05:52little preview just to see how the full texture looks.
05:55This is just a computer-generated texture.
05:57I'll click Use Texture, and so now what's happening is that the specular
06:01values, the shiny values, are only being applied where the surface has a white appearance.
06:07Where it's dark, we are not getting any specularity.
06:09What that's going to do is really help your realism for any kind of surface you create.
06:14So the Texture Editor is great way to add image maps, procedural textures, and
06:19fine details to a basic surface.
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Looking at image map textures
00:01A very important part of texturing has to do with applying image maps.
00:05You've seen how we can apply basic surface, how we can put a procedural texture
00:09on an object, but what about putting an image map on? What would you use that
00:13for, and how is it done?
00:14I've loaded up the 05_06_imagemapBegin file.
00:19I am going to select the green ball surface.
00:21I am going to click the Texture button for Color and the Texture Editor comes up.
00:26When we had used Procedural Texture before to create a procedural texture on an
00:30object like we did with the red, in this case, I want to use image map, and what
00:34that allows me to do is place an image on the surface.
00:38So here the Projection is set to Planar.
00:39I am going to just change that to Spherical because my object is a sphere. Easy
00:43enough, but what image?
00:45Well, if you hit Load image, click and drop that down, say Load image,
00:48in the Chapter 5 folder, there is bricks and clouds.
00:53I am going to select the bricks, and you'll see that that actually gets applied there.
00:57But I need to do something.
00:59I have to tell it what axis.
01:01So in this case, I am going to use the Y axis.
01:03The reason is I want it to wrap around the object.
01:05So the Y is up and down.
01:07So it's kind of like wrapping it around the pole.
01:09I click Automatic Sizing, and then you can see how that perfectly wraps on there.
01:14Pixel Blending allows that image to not get pixelated if I zoom in really close to it.
01:18This is a pretty high res image, so I don't have to worry about it too much.
01:22And that way I'll keep the Mipmap quality set to High.
01:26The Texture Axis if we place on the X, it will wrap around the X axis, which is
01:31left and right, and the Z of course it will wrap around the Z, which is forward and back.
01:35But I like it on the Y.
01:37We don't have a Reference, but we can place something there like a null object
01:41so that we have access to it later on when we are in Layout.
01:44A null object is just a reference point that we can add.
01:47Automatic Sizing fixed it quite well, so we don't really need to change any of the size.
01:51You can play with the position if you wanted, move it up or down.
01:55You can work on the rotation a little bit if you wanted to angle at it slightly
01:58and you can make it falloff so it just fades away.
02:02It only gets applied to a portion.
02:04So for instance, if I did a 50% fade here, you will see that the bricks now fade
02:10from that center line,
02:11that Y axis that it's wrapped around, fades to the green surface beneath it. It's pretty neat.
02:18What it can also do with this is say copy the selected layer just like it did
02:21with the procedural.
02:22I'll say Use Texture to keep that one.
02:25I can go down to Bump map, hit Texture, same panel appears, but it's a bump
02:29instead of the color texture, and paste the bump map down.
02:34What I end up with is a bumpy brick surface.
02:37I get a little bit more texture in there rather than just a flat image.
02:42When you place this, you can change the Width Wrap Amount, how many times it
02:45wraps around, so I could say wrap it around three times for both the width and
02:48the height. And then I could take the Texture Amplitude, which is how much bump,
02:53and you could see as I increase that it gets even a little bit deeper as far as the grooves.
02:59I can bring this back down to one, keep it little more simple, and then I can
03:03copy this layer, Use Texture, go to my Specularity, and paste it down as well.
03:09So we are taking that same texture we applied one time and we'll click Use Texture,
03:14and we've applied it now in three places.
03:16So we've set the image map once, and determined all the sizes with an automatic
03:20size, and then we placed it on the bump and the Specularity as well.
03:24So image mapping can be very powerful.
03:26Let me do one more quick thing.
03:28We'll go to the Yellow_Ball and for Reflection, we have set to 20%.
03:33Well, it's reflecting what's around it.
03:34You can see the ground.
03:35You can see a little bit of the green ball right there.
03:37I'm going to go to Environment, and notice that we had it set to Ray Tracing and Backdrop.
03:41Well the backdrop is black.
03:43You can see it reflected there.
03:44The ray tracing is picking up the floor.
03:46Let's change that option to Ray Tracing and Spherical map.
03:50The spherical map we'll use could be something else.
03:53We'll say Load image and from that Chapter 5 folder, we'll load the clouds.
03:57Now what happens is this yellow ball is reflecting clouds in the environment as
04:02well as what's around it.
04:04So, quite an easy way to put some nice reflections in, and you could think of the
04:08possibilities of putting in metal and bricks and rocks and clouds and even
04:13faces, even pictures of rooms can be reflected all in your surfaces, very simply
04:17by putting a reflection map in.
04:19So image mapping is great for bricks, textures, any kind of picture you want on
04:23a surface, a label on a bottle, or a reflection map in a surface.
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Using procedural texture options
00:00Sometimes when you've placed an image map on a surface it looks great and you
00:04can take that same image map and make it a bump map, such as a brick wall.
00:08But sometimes you want to go little bit further with it, and that's where a
00:10procedural texture comes in.
00:12So I've briefly touched on that, but I want to show you a little bit more, and I
00:16want to compare the traditional Surface Editor, which is right here in the top-
00:19left of Layout, with the Node Editor.
00:21So we're going to do a little project that shows setting up the same kind of
00:24surface in both and the variations.
00:27So from the File dropdown, go to Load, and we are going to load an object, and the
00:3105_07_BrickWallBegin object is really nothing more than a flat polygon, just
00:36with a surface named BrickWall.
00:38So if you don't have the exercise files, you can simply make a flat polygon and bring it over.
00:44From there, I want to actually place an image on there.
00:47So for the texture, for Color, we'll hit the T button, and we want the layer
00:52Type to be an Image Map.
00:54We want it blend normally.
00:55The other blend modes are Additive, Subtractive, very much like Photoshop.
00:59So you can blend those different modes. And the way the blending is going to work
01:03is based on what other layers you have in or what color you have on the surface.
01:08But for right now we want it just Normal.
01:10The Projection is set to Planar, meaning it's flat.
01:13The Image, we'll hit Load Image, and I want bricks, and this is from the Chapter 5
01:19exercise files. And by default you could see that it comes on very tiled. It's very tiny.
01:25Now, this is a good thing for some textures that you want to just repeat, but
01:29this brick image wasn't designed to repeat, and what you can see is that it just,
01:34well, has a nice pattern to it that normally we wouldn't see on a brick wall.
01:38If however you are doing something like tiles or little plaques that could
01:41repeat, that works really well.
01:43So the Width Tile and Height Tile you can set to not repeat by choosing Reset,
01:49and you will see that it's just mapped on the center there.
01:52But because we're flat on the Z axis, we can just hit Automatic Sizing.
01:57I know it's the Z axis because if you look down towards the back of the Layout
02:02you can see Z right there.
02:03I'll click Automatic Sizing and it scales to fit, so that's pretty easy.
02:09Well that's all we are going to do with the image map, but we will copy it.
02:12Selected Layer, hit Use Texture.
02:15For Bump map, we'll hit Texture and we will select Replace Selected layers--
02:21although Selected Layer is none, so we are just going to override it.
02:23And that way we get a little bit of a bump map on there as well.
02:26It helps getting a little more depth.
02:29But I want to just add a little dirt to it.
02:32So back in the texture for color we can add another layer.
02:36So at the very top-left we'll say Add layer and choose Procedural, and that puts
02:42a Procedural turbulence layer above the bricks.
02:45Okay, and if you look here in Layout, not much is happening and that's
02:50okay, because I can come over here under the dropdown, I can choose Viewport
02:57Preview Render, the VPR, and what you'll see is now that procedural texture is
03:03what was the bump maps all being applied right there directly in Layout, and
03:07give it a second to redraw.
03:08So let's jump back into our Texture Editor.
03:11The Texture Color is set to white.
03:13Let's change this to just kind of a dirty brown.
03:16I kind of like that. And then click into the Layout just to update it and you
03:20could see that really changing.
03:21From there, I can play with the scale of this.
03:24So let's stretch it out on the y, so it looks like something rust has dripped
03:28down the top of the wall.
03:29But I don't want the whole wall covered, so I am going to go to Falloff and I am
03:33going to make it fall off on the Y a little bit, like that.
03:37But notice where it falls off from--right down the center.
03:40The reason being--and I am going to do a little trick here.
03:43Press the Tab key and you'll instantly hide your panels that are open, which is
03:47kind of the quick way to see your Layout.
03:49If I go back to a bounding box, what you are going to see is that the object is
03:53dropped center in the scene, and that's fine.
03:57But this X zero axis right across there, that 0, 0, X, Y, Z is right there on the center.
04:03So the falloff right here in the Texture panel is based off of that value.
04:10So it's falling off from the zero axis, and that's why it falls off the top and bottom.
04:15That's not a problem.
04:16All we have to do is go to Position in the Texture Editor and move that Texture
04:21value up, and now it drips down from the top.
04:25And then if I wanted to, I can scale it some more on the y just to make it drip
04:29down a little bit more.
04:31So pretty easy to set up, but how would you do this in the Node Editor?
04:35Well, I am going to remove this texture, and we have just a base yellow wall that it was.
04:39I am going to hold the Shift key and click T for bump map, just to turn that
04:43bump map off, and then let's click the Node Editor.
04:45Let's first check it to turn it on. Jump to the Node Editor.
04:50Here is our rendered node.
04:51This is the basic surface that feeds the render.
04:53What do we want to do?
04:54We want to place an image map.
04:55So we go to Add Node, and from the 2D Textures, choose Image.
05:01Double-click the Image node.
05:03A nice panel comes up allowing you to load an image.
05:06Well our bricks were already loaded in the LightWave from before, so we'll select that.
05:10Then down at the bottom I can choose the Z axis flat Planar, Automatic Sizing.
05:15We'll just kind of click in the Layout to see it, but you can't, right?
05:19The reason is this node that you've set up, even though that has a texture, needs
05:24to be plugged into the surface.
05:26So the color of the texture we'll drop in there and you could see it apply easily.
05:30I also want a bump map. Drop it on there.
05:33So you could see right away, setting up a bump map was even simpler than it was
05:37in the Surface Editor.
05:39What about that procedural?
05:40We'll go to Add Node then we want a 3D Texture, and then we can choose the same
05:45MultiFractal or Turbulence.
05:47I can double-click the Turbulence icon, and up here I can set in the Background
05:52color that same kind of dirty brown. And for the Foreground color, we can leave
05:57that the same, or vice versa, whichever you like.
06:00You can do an automatic sizing and then close the panel.
06:03Well right now we can't see anything because it's not fed into our image.
06:08Well, you can feed this into the bricks and it will determine how those bricks
06:11are fed into the surface. Or you can simply drop this right on top of the color
06:17and override that, just like that.
06:19But I think instead what we'll do,
06:20I'll show you how you could feed it into the bricks.
06:22We'll take the color, we'll drag and drop Color to Background Color.
06:26We are going to take the Bump map and drop that to Bump map.
06:30And again, this is the procedural noise feeding all of this.
06:34We'll take the Alpha, meaning the transparent channels, and feed that in as well.
06:39If I double-click Turbulence now and I play with the Scale, and maybe perhaps
06:44I will make this 2 m and 2 m, something similar to before,
06:49we've got a nice streaked texture on there as well as the bump maps. Those dark
06:53areas are bumping out.
06:54We can now set a falloff just like we did in the regular Surface Editor, and
06:58then I can move that position up and we'll set it manually to about one meter.
07:02What I'll do for the background color,
07:05I'll change this to white and I'll make the foreground color our dirty brown,
07:12and that reverses that texture on there.
07:14So you could see without much effort it's very easy to use the Node Editor.
07:19Even though it looks complex, it's actually very easy to apply different
07:23procedural textures.
07:24You can apply bump maps, you can layer them up, and you can use one procedural
07:29texture such as a turbulence to do multiple things.
07:32So the Node Editor works quite well in conjunction with the Surface Editor to
07:36create simple or complex surfaces.
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Adding bump maps for realism
00:01Every once in a while you need an object to not be so flat.
00:04That's always something important. And typically the way to do it is with a bump map,
00:09and a map being an image map that you bring in, like a brick wall, to make
00:12something bump, make it not so flat. But you can go further with it with
00:17something called the displacement map.
00:18Now, let's set up something and show a comparison.
00:21What I am going to do is open the Surface Editor, and we have this simple flat
00:25polygon made up of multiple segments, with a surface named Ocean, very simple.
00:29I am going to go down to Bump Map and hit the T button to open up my Texture
00:33Editor, and instead of an image map like a brick wall, we're going to use a
00:36procedural texture, a computer-generated texture.
00:39And I also want to make sure that in my Layout, from the very top of Layout, I
00:44want the Viewport Preview Render to be available.
00:47That will allow me to see my bump maps.
00:49And right away I can see that this turbulence is creating a nice bump on there.
00:53You can look at things like Crumple. It creates even a nicer look.
00:56You can look at things like ripples and marble like that, create little waves.
01:01But the problem with this, I will go back to Crumple.
01:04This is the problem with a bump map, for most things like a brick wall, little
01:08fine details, Crumple works great-- all the bump maps work great.
01:14But here is the trick.
01:15If you come around--and I am just going to rotate my view--there is no depth.
01:23It's completely fake, so while the advantage of a bump map is that you can have
01:27a very simple object look very complex, the disadvantage is that certain angles,
01:32it's truly not bumped at all.
01:34It's a visual fake.
01:36What's the best way to work with these?
01:37Well, what I am going to do is make sure this object is selected, and I am going
01:41to press the P key, the Object Properties panel. And for this current object,
01:46the 05_08_Ocean, I am going to go to the Deform tab, and right there in the
01:52center of the panel there is another T button.
01:54So earlier in the course when I told you about the Texture panel, and it's used
01:58throughout LightWave.
01:59This is once of those places.
02:00If you click it, it's that exact same panel. But now it's being applied as a
02:05displacement map, not a color map or a bump map.
02:09So what I can do then is take this layer type and I'll set it to Procedural, and
02:13look what happens. The object is completely disformed, all based on a procedural noise--
02:22procedural meaning computer-generated.
02:24Well, that's great because now I can make landscapes and mountains and oceans.
02:29So if I come back to the Crumple texture which I had earlier, you can see I
02:33have got something pretty nice looking, but may be a little too much.
02:37So what I can do then is change it to perhaps fractal noise, see how that looks.
02:41Now, you don't have to keep these values all the same, things like the Grid or a
02:47Honeycomb texture. All this can be very useful for many different things.
02:51You can do icicles.
02:52You can do landscapes.
02:54You can do mountains.
02:55You can do crazy oceans.
02:57So what we are going to do is more of a simplistic ocean, and we're going to do
03:00that with Turbulence.
03:02But I am going to bring this value down, and that's right here, Texture Value,
03:05bring it down about 0.2. And then if you move your scene over and you zoom in
03:11and take a look and you rotate, now not only do you have physical bumps with a
03:18displacement, you've got very tiny little bumps with a bump map.
03:23Let's click Use Texture and close out that Object Properties panel.
03:27We'll reopen the Surface Editor, and I want to make sure Smoothing is on.
03:31That's going to smooth out those facets.
03:34So now take a look. All these tiny little lines in here,
03:37that's the bump map.
03:38Let's make that a little bit smaller.
03:40So I am going to go into the Texture Editor for Bump Map, and the Scale, we're
03:44just going to bring that down.
03:45I am going to say 0.2, hit the Tab key, 0.2, hit the Tab key, and 0.2.
03:52So now I have got this very complex-looking surface, and it wasn't complex at all to set up.
03:58I am going to bring the Texture Value down to about 30%, and that just softens
04:03it just a little bit.
04:05We'll click Use Texture.
04:06So what we've done is we've created a displaced object from a flat polygon to
04:13make it look physically bumped like an ocean, and then we've used the bump map
04:19on top of it to create tiny little wrinkles and ripples.
04:22You can use bump maps for things like veins and skin and imperfections in a surface.
04:28You can use a displacement map to create larger types of bumps, such as oceans
04:33and mountains and landscapes.
04:35Use them combined and you've got some really great-looking surfaces.
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Enhancing surfaces with specularity and glossiness maps
00:00Part of learning 3D also means understanding the real world and how things
00:04react to their environment.
00:06An ocean perhaps might have a lot of different properties, such as transparencies
00:12and glossiness and specularity for shine.
00:15So let me show you how we're going to set that up.
00:17I've loaded up the 05_09_OceanSpecBegin file.
00:21This is an ocean file from Video 8, and what we're going to do is change this
00:26view to a Viewport Preview Render just by selecting VPR.
00:31And here's the ocean object with a displacement map and a bump map applied.
00:34That looks pretty flat.
00:36There's not much we can do with it, but what's going to really give us some
00:38realism is putting specularity,
00:40putting some shine onto it.
00:41So I am going to open up the Surface Editor and I am going to select the ocean surface,
00:47and we're going to add some specularity.
00:48Just going to drag that up and look what happens.
00:51You suddenly get this nice highlight all the way down.
00:55It looks really nice, but at the same time, it's affecting the whole surface.
01:01And really, if this were truly bumped out, which it is for some parts of it, but
01:05the small little tiny bumps are fake.
01:08Remember it's a bump map.
01:09So we need that light to fall in and out of those grooves.
01:12And the way to do that is with a specularity map.
01:15So from the Bump map channel, I am going to click the T button. It opens up our
01:19Texture Editor for bump.
01:21I am going to copy this crumpled layer.
01:23We say Copy Selected layers.
01:25Then we'll click Use Texture just to close that.
01:28And then for Specularity, we'll click Texture.
01:32Again, the same panel pops up, but it's going to have a different effect because
01:35it's on the Specularity channel.
01:37And we're going to paste that copied layer down.
01:39And we'll click Use Texture.
01:42From there, we're going to go to the Glossiness channel and do the exact same thing.
01:46We're going to paste that channel down, and look what happens.
01:51Now that light affects more at the surface, but it also falls in and out of
01:55those grooves, giving it even more realism.
01:58From there, we can just kind of tweak the Glossiness a little bit, making it a
02:03little bit stronger like that.
02:05So a higher gloss for the water. And it also richens it up and gives it a
02:09little bit of contrast.
02:10And then the Specularity, the brightness, we can turn that down just a little bit.
02:16And then we can go back our color
02:17and just tweak that a little bit.
02:20So, by doing these bumps and specularity maps and glossiness maps, the color,
02:26the environment all play a role.
02:27A lot of times reflection is a role too, so we'll cover that.
02:32But you should consider the real-world environment,
02:34consider the specularity, consider the bump maps because the light falls in
02:39and out of those grooves, and that's always going to help you create that
02:41realism in your surfaces.
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Creating a reflective surface
00:01Bump maps, displacement maps, specularity maps, glossy maps, kind of starts
00:05building up to a more complex surface.
00:08But what's really going to set this ocean apart is a reflection map, and in
00:13order to do that, we need to change two things.
00:15We need to change the Surface Properties for the ocean to give it some
00:18reflections and tell the ocean to be reflective,
00:21but then we need something for it to reflect.
00:24So let's do this first.
00:25Our background right here is just black,
00:27so I am going to go to the Windows dropdown and choose Backdrop Options.
00:32Here in this Effects panel there are four tabs:
00:34Backdrop, Volumetrics, Compositing, and Processing.
00:37For right now, we are going to use Backdrop Color.
00:40You can set this to any color you want, such as a bright green, and you'll see
00:45that change. Or click the Gradients and the gradient essentially works with the
00:503D sphere that encompasses your scene.
00:52Now it's an invisible sphere, but think of it as a little world around
00:55your virtual TV studio.
00:57So the zenith is the very top part of that sphere, the sky, and of course, you
01:02can see right there, and then there's just somewhat fake horizon line.
01:06That's what a ground plane is.
01:08Well in order to get rid of that, what you need to do is make the ground color
01:11the same as the sky color.
01:13So what I'll do is I'll click the little blue icon here, click the color swatch
01:16for the sky, and I'll just copy that right there.
01:19If you are on a PC, you can do that the same way you can copy your surface.
01:22I'll close that and then for the ground color, I'll select that same.
01:26Close that out, click into the Layout to update it, and you can see that that
01:30ground plane now disappears.
01:31The nadir is the very bottom of the little virtual sphere that encompasses the
01:35world, so I'll just make it a little orange.
01:38Now what you can do is you can actually squeeze that up if you want,
01:42just increase that value, and what happens you can see, see it just coming up there?
01:46Sort of like a little sunset value, and you can do that with the top or the
01:49bottom, pull that down. It squeezes that, gives it more of a nice appearance.
01:53Sometimes I like to make this top part all white and give it kind of a foggy look.
02:00But for the first part here we'll just keep this just a nice dark blue.
02:04So we've got our backdrop. That's one aspect.
02:07Let's open the Surface Editor again for the ocean.
02:09Now let's tell the ocean to be reflective. How much?
02:12Well, that depends on your taste.
02:14I am going to say 30%. And what's it reflecting?
02:16Well, the environment.
02:18It suddenly got much brighter, but let's take a look at the environment.
02:21So I'll go to the Environment tab.
02:23It's set to Ray Tracing and Backdrop.
02:25Well ray tracing means it's going to reflect anything around it.
02:28So if we had a boat on the water, for instance, you'd see a reflection of the boat.
02:32The backdrop, we just made to this backdrop color.
02:35The other options in here are Spherical map, Ray Tracing, and Spherical map.
02:40So now I can say if unless I didn't want that color backdrop, I can do this.
02:44I could say Load Image and from the Chapter 05 folder, I've got some clouds in there.
02:48You can open that up and now your backdrop is actually reflecting those clouds,
02:52and it's picking up that color.
02:54So I can come in here, and I'll bring my Diffuse value down to about 70%.
02:58It has a whole different appearance to it.
03:01I can come back to Environment, change it to Spherical map only, or I can change
03:05it to Backdrop Only, or a combination.
03:09So the choice is yours.
03:10You can use either one of those.
03:12Another option, just to take this step further, is to actually take the
03:15Luminosity channel and apply texture map.
03:19So you've used texture maps for specularity, glossiness, bump.
03:23How would it affect luminosity?
03:24Click the T button. Again the same Texture Editor panel opens.
03:28Place an image map flat, which is planar--
03:31the image being those same clouds. We'll map them on the y axis and click
03:36Automatic Sizing and click Use Texture, and look what happens.
03:41Now you get this really neat-looking cloud picture mapped within this surface.
03:46If you reopen the Luminosity texture, you can bring this value down, say maybe
03:5230%, and now you've got a very nice- looking reflection in there. It almost looks
03:56like patterns in the water that you'd see in the real world.
03:59So while the cloud image you might think would be strong clouds, it actually can
04:03be used for other things.
04:05I always want you to think about any kind of image map you used.
04:07Don't think of it literally.
04:08Think of it how it can be used for something else. And in this case, our cloud
04:12image is used on the water, and it creates just another surface variation.
04:15It changes the Luminosity values of the water.
04:18So some parts are little brighter than others, giving it a completely different
04:21look, and helping that ocean with it's realism.
04:24So specularity maps, glossy maps, reflection maps, luminosity maps, all of them
04:29can be put together to create one great-looking surface.
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6. Setting Up a Scene
Building 3D scenes
00:00Once you've built a model, and then you've textured it, what do you do with it?
00:04Well, you put it into a 3D scene.
00:06A 3D scene is comprised of objects.
00:09You can see here I've got this cup loaded.
00:11It's comprised of lights, which you can have as many as you want.
00:15And it's comprised of cameras.
00:17And the cameras are very important, because not only can your camera show you
00:21what you want in a wide format, in a zoom,
00:24it also can show you what's going to render.
00:26While we can see everything in the Viewport Preview Render like this,
00:31it's truly the camera that renders.
00:35We're going to talk about cameras in a little bit.
00:37But if I pressed F9 right now, notice that it's a completely different view than
00:43what I am seeing in my Viewport here.
00:45And because everything we do renders from the camera.
00:48So that's very, very important to your scene.
00:50So we're going to set up a full scene.
00:52We're going to setup a camera, we're going to setup multiple lights, and
00:55we're going to do it all on a nice textured object that was built in one of
00:58our earlier projects.
01:00A LightWave 3D scene can be anything from a simple product shot to complex animation.
01:06There's no limit to what you can set up.
01:09The 3D universe in LightWave is kind of like a virtual TV studio, so it could be infinite.
01:15Your lights can travel, your cameras can travel, there's no wires, there's no
01:19electronics holding you down.
01:20You can pretty much set up whatever you want.
01:22So think if it is your own virtual TV playground.
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Importing, loading, and working with objects
00:00So we're seeing is a virtual TV studio.
00:03Your objects are like your actors.
00:05You have your cameras and you have your lights.
00:07So to begin, let's load up some objects.
00:10I am going to go to the File menu, hit Load, I'll say Load Object, and in the
00:15Exercise Files I've got two objects,
00:17a Ground and a CupBegin.
00:19We'll select both of these, click Open, and you'll see two objects loaded.
00:26And the one object, the Cup, actually has two layers.
00:29So what you're going to see down here now is three different items.
00:33So it's important to know that an object can have multiple layers.
00:37So the Cup has two layers whereas the Ground is an object all on its own.
00:42Well, if I select the Cup layer 1 and I move that, what happens?
00:46Well, the cap stays put.
00:48So I did a Ctrl+Z just to undo that.
00:50I want to make sure that that cap stays connected to the cup.
00:53So I'm going to click on it to select.
00:56Then I'm going to press the M key.
00:58That is the Motion options for that selected object, in this case the cap.
01:03I want the parent item of the cap to be the Cup layer 1.
01:09And what that means is whenever layer 1 moves the child,
01:12the cap, will move with it.
01:14So we'll select the cup and we'll move that and now we can move that along.
01:18So what's the point of having two objects then if you have to parent one?
01:21Well, the point is that I can come now back to this cap, go to Modify, select
01:26Move, and I can move that cap off if I want in an animation.
01:30It could be a separate piece that I can animate.
01:32So that's the first part in setting up a scene.
01:35Now what if I wanted two or three cups?
01:37Well, let's take a cup like this and we'll just click and drag right on this
01:40blue handle to move it forward, and then I want to duplicate this.
01:44Well, how do I duplicate both of these? Pretty easy!
01:48All I have to do is go over here to Items and instead of just Cloning, which will
01:53clone just the selected item, I want to choose CloneHierarchy, meaning the
01:57parent-child relationship.
01:58I'll click that and then what you'll see down here in your current item, now you
02:04actually have two more of those items.
02:07But if I select the version 2, you could see a number is automatically
02:10added there for me.
02:11Here is version 1, here is version 2.
02:15Now I have a second cup copied and with this one I can choose my Rotate command
02:24and just click on the heading and just kind of rotate that like that.
02:27And then maybe if I want to do another one, I can come over back to Items,
02:31choose CloneHierarchy, and then down in my list I could see now I have a version 3.
02:39And with this one, let's lay this one down perhaps.
02:43Somebody was not being very nice and littered with their cup.
02:47Go to Modify, select Move, and I'm just going to move this up and down.
02:53In part of working with a scene, you have to consider your grid space and what
02:57that means is if you notice that see as I am moving it's kind of snapping
03:01around a bit, and that's not a snapping issue as it much as it is a size issue.
03:05My cups are relatively small, they are not that big, but they are small in
03:10comparison to the grid space.
03:12Well down here Grid is set to 10 meters.
03:14That means every square you see in my View layout is 10 meter in size.
03:20I can change that simply by pressing my Left Bracket key and what happens is it
03:24looks like I zoom in but I really don't.
03:27It actually changes the world measurements.
03:29So I'm going to click and hold on to Zoom tool and pull back out and look what happens.
03:34All of those grids now are 1 meter in size.
03:36You can see down here in the bottom left.
03:38If you press D for Display Options, there's the Grid Square Size right there.
03:44The Left and Right Bracket keys are simply shortcuts for this.
03:49Think of this as your world measurement, and a really good example of this, if I
03:53press the Zoom tool and I zoom out and I see my camera,
03:58my camera is all the way over here, really tiny.
04:01If I have a very large zoom with the Grid Square and I go back up to say 10
04:07meters, look what happens.
04:10See how my objects actually shrink?
04:11Well, I'm not really shrinking my objects.
04:14I mean I know this is a little bit confusing, but you have to understand that it
04:16is your Grid Square that's changing.
04:18The world measurement is changing here.
04:21And what that will allow you to do is change relationship of your camera to the objects.
04:26So for instance, if you loaded up a cup like this and then you loaded up a
04:29really big object like a building, suddenly your camera would be very tiny and hard to see.
04:36Or by the same token, if you had a large building and you loaded up a tiny
04:39little bug on the street, your camera would overpower it.
04:43It wouldn't actually be able to select that camera and move it in close.
04:46So you have to always consider the grid,
04:48the world measurement of your scene.
04:50Then when I get back down into my close view by just clicking and dragging the
04:55zoom and I select this object, look how much more precisely now I can actually
05:01move that, because I have that much more detail to work with as far as my world measurement.
05:06I'll press the Y command. That changes me to Rotate and I'm going to rotate this
05:12just like that a little bit.
05:14Click the Move tool and let's set this cup down just so it rests right on the
05:17ground, then we'll move it over and actually we'll put it kind of back here like this.
05:24That's fine!
05:25So that's one part of setting up a scene is loading your objects.
05:29The next part, something I usually do, is I set up the camera.
05:32So I'm going to select the camera down here at the bottom that tells LightWave
05:36that I want to work with cameras, and then I'm going to change to the Camera view.
05:40So my camera is default all the way back and front.
05:44I want to do two things.
05:45I want to actually push in, so I'm going to select Move from the Modify tab and
05:50I'm going to just click and push my mouse in.
05:53Now what I've seen a lot of people do is pull like this,
05:56thinking they are looking at a 2D view and they want to get closer.
05:58You got to remember, you're looking through a camera as if you're holding it on your shoulder.
06:03And I'm just going to push it.
06:04Now notice how long it takes me to get in.
06:06That is because I have a very tiny the Grid Square that I'm working with. That's okay.
06:11If you've a larger Grid Square, you would zoom in much quicker.
06:13And once I get close, I'm going to jump to Rotate, and then click and drag to Rotate.
06:19If I use my right mouse I can actually bank the camera.
06:22It kind of gives you a little look like that.
06:24And as my background looks a little short, I can actually click right on it to
06:29choose that automatically.
06:30See there's my ground. And I'll choose Size for the Transform tab under Modify,
06:37and I'm just going to size that up, let it fill the view.
06:39I want to make sure though, I'll press T for Move, that it hits the bottom of the
06:45cups, which it does.
06:47And at this point I always save my scene. Very important to do.
06:51File, we'll say Save Scene As and I'll save this as a working version, but you
06:58save over for the final.
07:00I'll call this 06_02_CupSetup and you can load that if you want.
07:08I can press 4 to get back to the Perspective view, but now I know that my camera
07:12is set in place and you could see it right there.
07:14So that's what my camera sees.
07:16That is really important, because that's what is going to render in an
07:19animation or a still image.
07:21Lastly, the thing I want to do is put a light in place.
07:24So here is my light, the default right at the center of the scene, and typically,
07:28what I like to do is, very much like a camera,
07:30we're going to choose a Light View.
07:33And this is what my light sees and now I can select Move and click and drag and
07:38now I'm moving my light directly from view.
07:40It's like I'm standing on a ladder just positioning my light.
07:44I can use the right mouse button to move it up and down, and then I can select
07:48Rotate just like I did with an object or the camera and rotate my light around.
07:53I'll jump back to Camera view.
07:56I'll hit Save Scene just to save my changes and I'll change to Viewport Preview Render.
08:05So far that's what we have.
08:07Looking pretty good.
08:08You put some surfaces on the ground, but I think our lighting is a little dull.
08:12So we need to enhance that a bit.
08:14But before we do, let's take a look at what we just did.
08:17We have loaded an object.
08:18We've cloned an object.
08:20We've adjusted an object with size and scale.
08:23We've set up a camera position and we've set up a light, all the basic elements
08:27of setting up a scene.
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Organizing a 3D scene
00:00Setting up a simple scene like this doesn't require too much organization, but
00:05the organization process of a 3D scene is always important, no matter how big or
00:10small a scene can be.
00:12Let's open up the Scene Editor.
00:14So over here on the very left and it doesn't matter which tab you are in,
00:16you are always going to see the Scene Editor.
00:19When you click this, you are going to see Open, New Instance ,and Classic Scene Editor.
00:23Let's start with the Classic.
00:25This is the one I use most.
00:27What this does, it gives you an overview of your scene as well as your timeline.
00:31I am going to expand this out. And what this will allow you to do is organize
00:35your scene in a variety of ways.
00:38First of all, we can see the hierarchy of our scene.
00:40We can see here is our Ground object, and we can slide this around if we want
00:43and move it and parent it to other items simply by dragging it.
00:47I can open and close the hierarchy of items.
00:50So you can see here that we've got our first cup and the cap that belongs to it,
00:55the second cup that we've cloned and the cap that belongs to it, and the third cup
00:59and the cap that belongs to it.
01:01Our Light, our Camera, everything else.
01:04The checkmark here will determine what renders.
01:07So if you've got something in your scene such as maybe that center cup right
01:11there and you don't want it to render, you can just uncheck it and you can see
01:14it just disappeared right there.
01:15It doesn't mean you deleted it. Just it turns off the visibility, because don't
01:19forget this Virtual Preview Render that I am showing here is an actual render of your scene.
01:25This little eyeball icon, that will actually turn on a different kind of view for
01:31each one of your items.
01:32So I can say this one I want as a bounding box, this one I want as
01:36wireframe, and let's take our scene to a Shaded Solid, you could see what
01:40I am talking about here.
01:41So now I have got bounding boxes, and this is really great if you've got a much
01:46more complex scene that you are working with.
01:48Sometimes a full wireframe might be too much data and you want just a bounding box,
01:53meaning just a representation of that to show up in your view.
01:59Sometimes just a Wireframe, and you can change it to Shaded Solid here or
02:04Front Face Wireframes.
02:06Everything you do in here, it all depends on how complex your scene is and how
02:11much or how little is in your scene as well.
02:14The Timeline here cannot be organized.
02:16Now we have not yet talked about animation but here you'll actually see
02:19the keyframes, meaning the time-in-space the motion path for each one of these items.
02:25You can select all objects in here, all cameras.
02:29You can choose different favorites, you can create a set, and all these are
02:32different ways to organize your scene.
02:34We could take different colors, just to organize it as well.
02:39And this is especially great if you are doing any kind of character work.
02:42So I can say all the base items of our models are blue and perhaps all the caps are white.
02:48Our ground we don't want to see it that much. Maybe it's a black.
02:53So whenever it's not selected, it is going to be dark.
02:56So what I will do is change to my camera and you'll see that now I've got a ground.
03:01And let's just change the color here for the Ground object.
03:04We will make this black so that when it's not selected, that wireframe is black
03:10and kind of gets out of the way a little bit.
03:12So these are just visual things.
03:14They don't actually have anything to do with how your scene renders.
03:16The only thing that will is that checkmark.
03:19These visibility things right here all determine how you look in your OpenGL.
03:25Lastly is the Audio.
03:27Here you can load an audio file and use this as a timing base for your animation.
03:33Let's close out the Scene Editor.
03:35The other Scene Editor is a newer one.
03:38A lot more complex.
03:40This one is more of a spreadsheet format and also if you have ever heard term
03:44dope sheet, you will see that here as well.
03:46This is greatly use for character animation, so that you can really move
03:50your timing around.
03:51Select Sections, right-click, and you can do a lot of different offsets.
03:56You can erase keyframes, put in gaps, delete, cut, and so on.
04:00So if you have got a more complex animation and if you had series of keyframes
04:03that run throughout, you can use the Dope Sheet to edit those.
04:08You can also look at the Property tab and any of your animations or objects
04:12that have certain variables set up, you can copy and paste those all within the Property tab.
04:17So if you look, you can click this top value here, you can see there are all
04:21kinds of options that you can choose from.
04:23You can view different channels, look at basic surfaces, look to the alpha
04:27channels, look at different effects or resolutions.
04:31All of that's controllable in here.
04:33Again, this is not one that I use personally too often, but it will work great
04:37if you are doing a lot of character animation and it's one that you can use as well.
04:40You can do the surfaces in your scene and what are their names.
04:44So we have a Coffee_Cup, Coffee_Cup_Lid. Those are the surfaces for that object.
04:48We can look at the Ground surface and we can look at the motion channels.
04:52Every channel has an X, Y, and Z position, heading, bank and pitch for the
04:56rotation, and a Scale X, Y, and Z. You can look at each one of those and if
05:01there's keyframe setup for the motion, you will see those in here and you can edit them.
05:05So a quite nice way to work.
05:07So the Scene Editor is a great place to organize your scene.
05:10What I like to do in the Classic Scene Editor is I like to use this for
05:13parenting, and it's very easy to take all of these items and parent them together.
05:19So let's do a little project real quick.
05:21I am going to move by Scene Editor over and I'm going to my Items tab and
05:26from the Add category, I am going to add a Null object and a Null object doesn't render.
05:30It's just a little reference you can use to parent things, to target a camera, or to group.
05:36So I'll call this CupMASTER, like that.
05:40Before I do, I can open up the Edit dropdown and here I can choose a shape for
05:44this, like a pyramid or a diamond.
05:47I can choose the axis, I can choose the scale, how large it is.
05:50If it's filled or not. And I will call this MASTER, like that.
05:55We will say make sure it's the same, call it CupMASTER.
05:58And you can draw a line to a camera or one of the other objects if you want. We don't need to.
06:03The Selected Color, we can make it that bright yellow one it selected.
06:08The Unselected Color, we can make it kind of a nice soft nondescript color.
06:15Text Color can be yellow as well, just something very bright that we can see it,
06:20and the opacity of it.
06:21If you click OK, what happens is not only that you have a nice item in there,
06:27and let me come back here to a Perspective view and I'll change to a Shaded
06:31view so you can see it.
06:33There is my CupMASTER right there and what can I do with that?
06:36Well, here it is in my Scene Editor and I am going to click and drag it up, and
06:41then I am going to select layer (1), layer (2) and layer (3).
06:45All three cups, you can see them there.
06:47I am going to click, hold the mouse, and I am going to drag, but as I drag,
06:51see this white bar?
06:52I am going to make sure it indents, just like that.
06:54So it's underneath it and now when it indents it's actually parented to the master.
06:59You can see a little arrow pops up.
07:01So if I open and close this arrow and I see those underneath, now I know
07:04the parenting works.
07:06So that means this hierarchy of this cup now belongs to this MASTER.
07:10So if I want to move all of these objects around, all I've got to do now is
07:14click the MASTER and all of those cups move. It works quite well.
07:19Great way to organize your scene , and again that doesn't render.
07:22If I put on the virtual preview, it doesn't render.
07:26It's just a null object.
07:27It's just there to reference other objects.
07:30So now I have got a whole parent for that and taking it a step further,
07:35if I went to Items and I hit CloneHierarchy for that CupMASTER, like this,
07:42what will happen, let me get back here to a Shaded view.
07:47Now I have got CupMASTER (2) and look what's beneath it.
07:50A whole section of cups already cloned.
07:54So not only did we have CupMASTER (1) with 3 cups underneath, now we have
07:58CupMASTER (2) and we have a whole another clone.
08:02Get back to Perspective View by pressing 4. A whole other clone of those cups.
08:08I am going to put it over off to the side.
08:11You can rotate the cluster and very easily create randomized objects.
08:17Trees, bushes, debris, garbage.
08:20Press 6 to get back to your camera and now I have got more cups back there. Just like that.
08:25So parented them all to a cluster and then we clone them, gives us more, and
08:30then you can of course size that cluster.
08:32Just press Shift+H, you can size that up.
08:35So a lot of possibilities with that.
08:38So organizing your scene is not that hard.
08:40A lot of it can be done all within the Scene Editor rather than in layout,
08:44because it gives you just a nice overview of how everything is looking.
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Working with different light types
00:00One of the most impressive things you can do in a 3D scene to give it realism
00:05is make sure that lighting is set right.
00:07But first you kind of need to understand how LightWave lights work.
00:10Now this is just the coffee cup scene from a couple of videos ago and it is
00:15basically nothing more. If I go here to this Perspective view and I can zoom out,
00:18it is nothing more than just a background object.
00:20Just a flat board that was bent in Modeler and three cups.
00:24And you can see here is one light and here is one camera.
00:26What I am going to do is press the left bracket key a couple of times and click
00:32and hold my zoom to pull out and you can see that that changes my Grid Square down
00:36to 200 mm and what happens is my lights get really small.
00:40So I want to make sure that when I am doing lights that I can see them.
00:44So I am going to press my right bracket key a few times and then click and drag
00:48to zoom back in and now I have got a little bit better relationship of the
00:51camera lights to the object.
00:54This light right here, this is your default light and I am going to press
00:58Properties for it and let's see how all this works.
01:00I am going to turn on Viewport Preview Render and I can't see my light all of a
01:06sudden when that's on.
01:07I could see its effects.
01:08So what I need to do is under VPR is click this dropdown and I can turn on
01:13things like Bone X-Ray mode, OpenGL Wireframes, and OpenGL Overlay and what
01:18happens now is I can see my lights in the scene.
01:20If you got a more complex scene and you are using VPR, you might want to turn
01:24those things off, which they are by default. And let's do this.
01:27Over in the top right as we are talking about VPR, this little guy over here
01:31will create a little preview that you can save later on.
01:34A little History button.
01:35You can click this guy right here, that second button.
01:39This is your VPR Settings.
01:41You could choose a Half Resolution if your video card isn't quite up to snuff.
01:45You can see mine got a little blurry there.
01:46You can choose Draft mode so it renders a little bit faster.
01:51All of these things are going to be based on the complexity of your scene as
01:54well as the strength of your video card.
01:57So with Draft mode off, Volume Shadows, we are not actually using any volume so
01:59I can just turn those off. Frames Per Second.
02:04This is going to be more for when we are doing an animation.
02:06Now if you take a look at the RGB files, when I click that Save, they are going to
02:10be saved here to my Desktop/Image as a JPEG and the Color Space set to the Linear.
02:15Also new for what LightWave 10 is all these different color space options.
02:18So we will talk about that when we get to rendering.
02:20We will turn Draft mode back on and Volumes Shadows go back to our default and
02:24it works out just fine.
02:25But those are the options right there.
02:27Let's zoom back out,so we can see our lights, and this default distant light,
02:32one thing to know about it is that its position doesn't matter. Only its
02:37rotation matters and I know it sounds a little odd, but that's how it works.
02:42So if you notice, I'm off to the left of the objects and I have rotated the
02:46light and it is like it is being cast from the light.
02:49So, position doesn't matter.
02:51Look, I will press the T key for move under Modify tab and I will move this around.
02:56It doesn't change the effect of it.
02:57The default distant light,
02:59only its rotation matters and it has hard shadows, raytraced shadows.
03:05The next type of light is an area light and these are some of my favorites.
03:08Now look at the quality of this, as soon as I have changed it.
03:12Now its position and its rotation do matter, and I like these because these are
03:17closest to a studio and as a lot of people know I am also a photographer and we
03:22use big soft boxes to do our portraits, which is very much like an area light.
03:27The shadows are still relatively rough in the scene, but if I press
03:30Shift+H, which is also Size under the Transform category, I can actually size up my light.
03:37Now it sounds a little odd but as I decrease this light, the shadow become softer.
03:42Just like it would in the real world.
03:43If I have a big soft light that I bring in close onto an object it will become softer.
03:48If I pull that light further away the shadow becomes harder and longer.
03:52Very nice light to work with.
03:53It does take a little more time to render but it's still pretty fast on most
03:58systems today and you can even see here in the Viewport Preview Render, it looks pretty good.
04:02I am going to 6 on my keyboard and right there just in the preview you can see
04:07it is actually looking pretty nice.
04:08Just with one default light.
04:10Very nice soft shadows and that 6 is a quick key for Camera View.
04:16The other type of light you can use, it is a Dome Light and let me jump back up by pressing 4.
04:22Now a Dome Light kind of fakes like an environmental light, if you will, and it
04:27creates this overall light.
04:29Terrific for product shots.
04:30And you can see it right there.
04:31It is represented by this dome.
04:34Also you can press Size in the Transform category here and then press T for move
04:40and you can move this over.
04:41Press Y for rotate and you can rotate that dome however you want.
04:45I don't use these too often.
04:47I like a little more control over some of my lighting, but this creates that
04:51very nice soft environmental lighting without having an environment.
04:55So, it is like putting dome over your scene.
04:58A linear light is a very neat looking light.
05:02Kind of odd at first.
05:04But what a linear light will do,
05:05it is a great way to create sort of a fluorescent tube look, where we had lights
05:10that go along the edge of a wall.
05:12Kind of like those tube lights that go under a cabinet.
05:15And I have put these in there, just to mimic that same type of real world lighting.
05:20The good thing about these is you can use the Stretch command and actually
05:23stretch out that light. Kind of like that.
05:27Make a very long, linear light and if you look at it from the camera view,
05:34you can see how that looks.
05:35It just has a little bit different effect.
05:38Choosing which light to use doesn't necessarily matter.
05:41It's also your preference.
05:43But if you understand them all, it might help you decide which one to use and
05:47then it also depends on what you are doing in your scene.
05:50A photometric light.
05:51Now this works with something called IES files and if you jump back to the Basic tab,
05:55you are going to see there's a little section here that you can load up an
05:59IES file and all this is, is a predetermined light setting that you could
06:03download from various sources or generate from more specific sources as well.
06:09A point light.
06:10And what a point light is going to do, this is kind of opposite of a distant light.
06:15Its rotation does not matter.
06:17It is an omni-directional light.
06:18So you can rotate it all you want.
06:20It is not going to change anything.
06:22But if you select Move from the Translate category there, that will matter.
06:27So as you move it around, you can see that the shadows are changing.
06:32This is terrific for light bulbs, candles, little flames.
06:37Anything like that.
06:38It is great for general light too.
06:40If you are building a room, you can put it up in the ceiling and just bringing
06:43the intensity down just a little bit and add it as a fill light throughout the
06:46scene that you are working on.
06:48A spherical light, it is kind of like a little ball.
06:51It is almost hard to see right there, but is similar to a point light.
06:55As you can see as I move it the shadows change and if I go to Rotate, nothing happens.
07:02It is very similar to a point light, works a little bit differently, has a
07:07little bit different effect.
07:09Lastly, a spotlight, probably one of the more common lights.
07:13A spotlight, its rotation and its position both matter.
07:17So if I select Move or if I click over here and select Rotate,
07:22all of that matters.
07:24And with the spotlight it is often good to get into the Light view.
07:28So I can select that from the top left here and get out of the Camera view and
07:32this way I can see exactly what my light sees.
07:36And one thing that's nice to do with the spotlight is change the Spotlight Cone Angle.
07:42So if I open the Cone Angle, I want to take the Spotlight Soft Edge Angle and
07:47increase that as well.
07:49And that changes the falloff of that light.
07:51So you see how the light hits right here and then fades offs softly, mimicking
07:56more of a real-world effect?
07:57If I bring it to 0, it is very hard edged.
08:01And I probably wouldn't use that too much, if I was doing maybe something on
08:04stage with the spotlight.
08:07Most normal things are going to have a softer edge.
08:10The advantage of the spotlight is that it has different type of shadow.
08:13While all the other lights have raytraced shadows,
08:16a spotlight can use a shadow map, which is a softer shadow created out of memory,
08:21and you can increase the shadow fuzziness with this and you can assign more
08:26memory by increasing the Shadow Map Size.
08:29And here is a little trick in LightWave.
08:31It defaults to 512, so you want to keep it in those increments.
08:34So if I hit the asterisk, which is Shift+8, that's a multiply, and hit Enter,
08:41I can go divide by 2 and it cuts in half or times 2, and it doubles it. Times 4.
08:50So all of these values, whether it is a light or the textures, you can actually
08:54do math within them.
08:55So you asterisk is your multiplication, your slash is your divide.
09:02Divide by two and it will cut that in half.
09:04It is kind of neat little trick.
09:05So your lights are really important and of course you can remember that you have
09:08more than one light.
09:10You can put in as many lights as you want and they don't all have to be the same light types.
09:14Lighting is very important to your scene.
09:16It is probably almost more important than the style or quality of your object
09:20in many cases, because it can affect the mood and the overall look of your final render.
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Lighting a 3D scene
00:00With an understanding of how the LightWave lights work, I think it's important
00:03to go ahead and set up a full scene with full lighting.
00:08So you can see here that we've got our Camera view looking right at our objects.
00:12So let's go ahead and set this up with a basic 3-point lighting setup.
00:15I am going to press 4 on my keyboard.
00:17It's going to jump me to Perspective view.
00:19It helps in giving overall view to my scene.
00:21I am going to press my right bracket key a couple of times, and that's going to
00:25open up my grid space a little bit, so that I've got a little bit better
00:29relationship between my camera and my light.
00:32That means my grid square is not quite as small.
00:35You can see down here in the very bottom-left, 10 meters.
00:37So I've got my default light right here.
00:40I am going to press P with that light selected.
00:42Any item you select in the scene, whether it's an object, a camera or a light,
00:45if you press P you will get the properties for it.
00:48The Current Light, I am going to double- click in here and rename this KeyLight
00:52and the KeyLight is our main light and I want this to be an area light.
00:57So I can see here in the layout that I've got my light-- I accidentally
01:00clicked off it and there we go. And then we will hit Modify and Size and
01:06let's size up that light.
01:09How big do we size it?
01:11Imagine if we were lighting this in the real world. We'd have a light about that big.
01:15I am going to rotate around and I want this light to be kind of in front but
01:21off to the side a little bit.
01:22So let's go to Modify and Move and let's just move that over just a little bit.
01:28Just click and drag it to move it.
01:29If you want to see how it looks from your Camera view, you can jump back down to
01:34Camera view like this and that's nice.
01:36You don't want the light to be directly in front. You want a little depth and
01:40that light falloff around the back side is going to create kind of a nice shadow for us.
01:44But you do need a little light back here.
01:46So let's jump back to our Perspective view and then we can clone this light
01:50simply by pressing Ctrl+C. Let's click into the layout real quick.
01:55Ctrl+C clones the current item. Whether that's a light or a camera or an
01:59object, Ctrl+C will clone that selected item.
02:02We will clone it one time.
02:05The reason I like to clone is because it keeps the size and the properties of whatever I had.
02:09Let me close the Light Properties real quick and I am going to take this second
02:13light, you can see down here, Current Item, KeyLight (2), I will move that over,
02:17then I am going to choose Rotate, and we will rotate it around.
02:26Now this light doesn't need to be as bright and I am going to tilt it a little bit
02:30and if you have a little bit trouble setting up a light, what you can do is
02:34come down to the Light view and you can see exactly what these lights sees.
02:39It's like you're looking through the light.
02:42I can select Move and hold my right- mouse button and move it down a little bit.
02:47Select Rotate and rotate it back, pointing right to the objects. Press 6 on your
02:52keyboard and that will get you back to a Camera view.
02:55Now, look what happens. This light is entirely too bright.
02:58So let's change that. Press the P key.
03:01And if you click this dropdown here, you can see both of your lights are named KeyLight.
03:06Let's take this second one and name it Fill or Phil, just in case your name is Phil,
03:15and then you're going to change this to maybe a soft blue.
03:21I always like doing a little bit of a blue light because it's not quite as
03:24invasive and it also gives a sense of a little bit more of an environment, but
03:28the light intensity is entirely too much.
03:30So let's just click and drag that down, somewhere about 40%.
03:35Now a lot of people have asked me what these ratios mean.
03:38They don't mean anything.
03:39They are just arbitrary.
03:40So try not to get too hung up on some of these values.
03:43100% means it's fully bright, 50%, 40% means it's less than that.
03:49However, that doesn't mean you can't go to 1000%.
03:53I've done that on few occasions when we've lit the inside of airplanes for
03:56instance, and then we take the Surface Value down on the actual object.
04:02So just because this slider stops at 100 when you drag, you can actually
04:07manually punch in a larger value if you want.
04:09But we will keep this at 40 I think.
04:13Let's do one more light.
04:14And instead of cloning a light, what we are going to do is come over to our
04:17Items under Add and here are our Lights.
04:21Click the dropdown, and let's add a Spotlight, and we will call this BackLight.
04:31That adds it to the scene and it drops right in the 0 axis, right center, 0,0,0.
04:34I am going to press 5 on my keyboard to get to Light view, press T for Move
04:41under Modify, right-click to move it up, left-click to push it back, and then Y
04:46to rotate. Remember I am facing backwards into the scene.
04:49I am going to click and drag around with Rotate on and now I am on the back of
04:54the objects. Press the T key to move. I can use my right-mouse to move it up,
04:58left-mouse to pull it back and then rotate again, just click that button, and
05:06then left-mouse, click and drag down.
05:09Press the P key, open up the Properties, and for the Light Color, let's
05:15give this a little bit of warmth to it. Put some kind of orangey yellow back on there.
05:19Click into the view just to update and then let's select our Camera view again
05:24to see how this is looking.
05:26So now we've got a nice warm backlight, a little soft blue to fill it back here,
05:34and then our main KeyLight.
05:36Often what I do for that KeyLight, let me just open up the Light Properties real quick,
05:40so select Lights and then press P for Properties.
05:45For that main KeyLight, light is never really white.
05:49We often want it just warm it or cool it.
05:51Warming it meaning give it a little yellow orange or cooling it means makes it little blue.
05:55So just a little off-white there and that just gives a little bit of warmth and
06:00it's not so stark with just white on it.
06:04So there is our scene.
06:05We will say File > Save Scene As.
06:09This is lighting final and you can load this up.
06:12So very simple 3-point lighting.
06:13If you want to see a final render, just press F9 on your keyboard and you'll
06:19see this render out, calculating all the shadows, and that's what our scene looks like.
06:25Nice warm light from the back, KeyLight from the front, and a soft blue fill
06:29filling in these shadows.
06:31Simple 3-point lighting.
06:32It's a great way to work for any kind of product shot, a logo, or just about any
06:37other scene you can think of.
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Employing environmental lighting
00:00Setting up lights in the 3D scene is always a skill that you are going to be
00:03perfecting and learning as you grow.
00:06But sometimes you want to do something even more realistic and the way to
00:09do that is with environmental lighting and what that means is that is the
00:13environment that your object and your scene lives in that can be used as a lighting source.
00:19Let me show you what I mean.
00:19I am going to come over here to the Perspective tab.
00:22This is what we have in our scene.
00:23We have got our coffee cup scene.
00:25This is the 06_06_EnvironmentBegin file.
00:28It has got one default distant light.
00:30It has got a black backdrop, a few cups and our light and our camera.
00:35So what I am going to do is come over to the Render tab, open up Render
00:40Globals and then under Global Illumination, I am going to click Enable
00:45Radiosity and look what happens. Not a whole lot.
00:49you can see it change a little bit.
00:51But what is happening there is it is using the environment as a light source.
00:55So let me jump down to the Camera view, turn on Radiosity, and see how much brighter it got?
01:01Let's do this.
01:02Let's open up Windows and choose Backdrop Options. Let me put on Backdrop Color.
01:08I am going to make it just almost white.
01:13Close the panel, click into the Layout a bit, and what you are going to see is a
01:17much brighter environment there that's helping light the scene.
01:21So I will turn this off and turn it on, and now this full white environment is
01:27actually what's lighting the scene.
01:29What I am going to do is turn off the overlay for the OpenGL as well as the wireframe.
01:35And that way you can get a better sense of the scene.
01:37I am going to press my Lights at the bottom of the screen and open Properties,
01:42and our distant light that was in there by default, I am going to say do not
01:46affect the diffuse values, meaning turn off the light.
01:51It is still going to affect the shine, the Specularity right here.
01:54However, if you wanted to get rid of that you could, but sometimes your object
01:58is going to look too flat.
01:59So I am going to keep that on.
02:00So what I have effectively done is put on a white backdrop, an environment that
02:08is fully white, and I will just go to Perspective view here, you can see it.
02:11My environment and my entire LightWave universe is white.
02:15That is now strong enough because of Global Illumination, just by clicking that on, 2.03] that is actually my light source.
02:24So there is no lights in the scene that are lighting it,
02:26just that white environment, and the beauty of that is that it creates this very
02:30realistic looking scene.
02:33However, a problem with this is, is that you can get this blotchiness down here
02:37because you are relying too much on the engine to calculate that light source.
02:41Now you can increase the quality of your render on output, but typically, what
02:46I like to do is use a Global Illumination, use that Radiosity, to enhance my lighting.
02:51All right!
02:51So let me show you that.
02:53I am going to come back and open up my Lights, hit the Properties.
02:57I am going to turn the Diffuse Value back on for the main light and then I'm
03:02going to just bring that value down about 30% and what happens now is I still
03:08have a main light source, but the Radiosity, the global environmental lighting,
03:15is helping create the soft shadows.
03:17It is filling in the other areas where normally I would have to put a lot more
03:20light in there and it gives it even a more realistic approach.
03:24In the real world, if you've got a lamp on your desk, that lamp is hitting the desk.
03:28It's bouncing all around.
03:30Hitting the walls, the color from the walls is being diffused through the scene.
03:34That's what you're doing in the computer.
03:36You do not want the entire environment only lightened.
03:39You wanted to add as a bonus, as a fill.
03:42I am just kind of thinking those terms and you lend up with a little bit better
03:45look than you would traditionally.
03:48So I will warm up that light just a little bit just to give a little color.
03:51The other thing I can do to help that to it is change that light to an area
03:54light and that would help create softer shadows.
03:57But what we might have to do, going to a Perspective view and put your Overlay on,
04:04so you can see your light.
04:05It has changed that light and make sure that the size of it, under Modify > Size,
04:13is big enough to create a soft shadow that matches the environmental lighting,
04:18and then let's move it just back just a little bit.
04:23Check back in the Camera view by clicking up here on the left and now we have
04:27got soft shadows that match our environmental shadows and we get a much better
04:32look and now you can play with the Intensity just to make that light a little
04:35more prominent and have a little more purpose.
04:39So the environmental lighting is a terrific way to just enhance your scene,
04:42create a more realistic product shot, and this also can work for outdoor shots as well.
04:48You can put an image in your environment and we will go over here to Windows and
04:52choose Backdrop Options and down here under Add Environment, you can load Image
04:59World and with Image World on, you can see it certainly gets dark.
05:04I can load an image, you can just double-click this, and Light Probe Image, if you have an HDR,
05:09High Dynamic Range, image you can load that.
05:12I don't really have one here but I want to show you this you don't
05:15necessarily need one.
05:16I am going to go to the Chapter 5 folder and under Images, I am going to load
05:23the clouds from our previous project, and you'll see that even something as
05:28simple as a cloud image
05:31can be used to enhance your scene. Do you see that?
05:35So the blue from the cloud, and I am going to open up our Image Editor.
05:40This blue and white image now is being used to light the scene.
05:44So while it is not a High Dynamic Range image, it actually has enough strength
05:49to add more enhancement to the environment.
05:53Render > Render Globals.
05:56Just a few other options here.
05:58You can tell the Global Illumination to use Transparency, to have Ambient
06:02Occlusion, to use any Gradients you have put in your scene, use the Bump Maps.
06:07You can increase the Intensity if you want.
06:10Just like I did right there and that increases that Global Illumination Intensity.
06:14The more indirect bounces you have, the cleaner it will be, but of course, the
06:18longer it will take to render.
06:19As well as the Rays Per Evaluation and the Secondary Bounce Rays.
06:24If I bring these rays down, it will calculate in a finer detail.
06:29You can change the Pixel Spacing.
06:32so how much ray is calculated per pixel, as well as the Pixel Spacing for the
06:37maximum value and basically the finer detail you have there, the finer
06:41calculations will be, the less blotchy it would be.
06:44But for most part, often the default settings will work well if you balance
06:49environmental lighting, Radiosity, with your normal lighting.
06:53The other type other than Monte Carlo is a Final Gather and it is just a
06:57different algorithm and you can change that depending on, you are doing indoor
07:01or outdoor, and how your final render could look.
07:04I have found that the Monte Carlo works quite well for most things.
07:07So environmental lighting is a terrific way to add an enhancement to your scene
07:10without adding extra lights and calculating environmental lighting.
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7. Working with 3D Cameras
Understanding LightWave cameras
00:00Lighting of course is a huge part of your 3D scene, but so is your camera.
00:04What the camera sees is a huge part of how the final animation appeals to the viewer.
00:10In the past people just left their camera pretty much where it was.
00:13They didn't change it much, they didn't change the angle, they just zoomed
00:16in and left it there.
00:17These days you can do a lot more with the camera.
00:20Down at the very bottom of the screen I've selected the Cameras list and I'll
00:23hit P to open up the Properties tab.
00:25The Camera Properties is where you can set the Resolution, Antialiasing, and
00:30other values that determine how your camera's viewed.
00:33So let's start with the top.
00:35You've got multiple cameras in LightWave.
00:37You've got an Advanced Camera, a Classic, Orthogonal, Perspective, a Real Lens
00:41Camera, a Shift Camera and a Surface Baking Camera.
00:45The Classic Camera works well with older LightWave scenes and that's what comes
00:49up often and most often.
00:52The current camera right here if we have multiple cameras in our scene we can
00:55choose from that list, just the way we would with multiple lights.
00:59The Focal Length, that's set to 24 mm and I'll show you my scene here.
01:04That's what 24 mm looks like.
01:05If I click and drag, I can widen out and I can come down really wide like this.
01:11Sometimes it's fun to do and I rarely see people do this on a 3D scene and
01:15it's something you should consider.
01:17So if the camera is selected and I go to Modify and I press Move, now I can
01:21move in and I've got just a really strong kind of cool wide-angle and you could
01:26do this on buildings.
01:27If you want to give the appearance that somebody is a little tipsy or something,
01:33and you want to do their point of view in a scene, you can right-click and
01:36rotate and just it give it that really cool kind of look.
01:40By the same token you can go the other way, and really zoom in on something.
01:44So I am going to increase my Zoom factor here, my Lens Focal Length, quite a bit
01:48to about a 120 mm or so and then I am going to select Move and I am going to
01:52pull my camera all the way out.
01:54I am going to move it up.
01:56Now this is a little harder to set up because you are working with a
01:58limited field of view.
01:59So you're going to make sure that you rotate, just click Rotate in the left
02:03there and then T, I can move that back.
02:06Now what would you use camera like this for?
02:09Well, if you take a look, look at my scene, completely opposite of that wide-angle.
02:13Everything kind of gets flattened out.
02:15So if you want a very illustrative look, maybe you are doing architecture and
02:19you don't want a very strong perspective, you can just change that by zooming in the camera.
02:23When I say zooming in-- let me take a look at the Perspective view.
02:28Take a look at the representation of the camera.
02:31Down here on the bottom left you could see that's a very long lens and open up
02:35the Properties again.
02:36If I change this back to let's say 24 mm, notice that I've got a wider field of
02:43view for the camera.
02:45So that's all it's doing.
02:46It's actually zooming the camera in, just as you would in the real world and
02:50that's really nice to do, especially when you hit the E key and set an Envelope.
02:53You can actually zoom as if you are pressing the Zoom button on a camera.
02:57The other types of cameras are Advanced.
03:00Now the Advanced camera is pretty intense. What it can do though is allow you to
03:04use an object as a camera.
03:06Now I know that sounds a little odd, but imagine this. Imagine if you are
03:10animating a roller coaster and you've got one camera traveling down following
03:13the roller coaster and suddenly you've got a animated character and you want to
03:17see what the character is seeing, or you want to see what the roller coaster is
03:19seeing. You can set the camera to be one of those objects and that's why you see
03:25an object listed here.
03:26The same can be for the Ray Direction, which way the shadows and ray tracing are
03:30calculated as well as the depth.
03:32So a very neat thing to do is set that up and use a camera within an object.
03:37The orthogonal camera, Orthographic, will render from a very strong narrow point of view.
03:44Basically a straight on point of view, so let's do this.
03:47I am going to go back to my Classic Camera, go back to a default 24 mm.
03:51We'll take a look at the Camera view through our camera profile here.
03:58Press the T key and I am just going to move in.
03:59I am going to use my right mouse to move down, left mouse to push in, get
04:05back to somewhat a normal shot, and then we'll choose the Orthographic camera
04:09and look what happens.
04:10It just kind of looks odd, right?
04:12Well, let's increase the Vertical Size, just increase it and look what happens.
04:18Essentially you are rendering from just a straight-on view, no perspective
04:22whatsoever and I know that a lot of architects and illustrators really like this view.
04:26So it's got their very kind of Pro-E CAD type of look, so an
04:30Orthographic Camera.
04:32Perspective Camera, this is your most current camera and your most common.
04:36So you are going to want most of your animations done in the Perspective Camera
04:39or the Classic Camera, either one, but Perspective is the newer one.
04:43In this, you can set your focal length like we've done.
04:46Your resolution, all different presets in here, so often I render out at an HD
04:52resolution, 1920x1080, and that sets the proper width and height.
04:57Aspect Ratio is the size of your pixel and for the most part you rarely going to
05:01change this these days.
05:02Back in the early days when we used to render for broadcast this used to have to
05:06be 0.9, rectangular pixels for broadcast.
05:09But these days it's one or sometimes you might go 1.2 if you are doing a widescreen.
05:14You can set Antialiasing to clean the edges and how that Antialiasing is done is
05:19determined with a Soft Gaussian filter like you would in Photoshop.
05:23You put Soft Filter on, and then you've got Motion Blur and motion effects
05:27down at the bottom and simply just put on Photoreal and you suddenly have motion
05:31blur for things that are moving.
05:33You have a Real Lens Camera.
05:35Now this camera will allow you to choose a certain camera such as a Nikon and
05:41the type of camera and the type of lens. Or if you've got a pro camera and
05:48you've got a Nikon D2X or D3, which I have but they don't have listed, or if you
05:55have Leica, which is great, you can choose that and choose the type of lens.
06:00And let me go to Canon here, something more common.
06:01Canon SLR 35mm and let's say you've got a 24 to 70, 2.8 lens.
06:08This camera will match those settings.
06:10So if you want to do any kind of compositing and blend your 3D with a real shot you
06:14can do it with the Real Lens Camera.
06:18You have a Shift Camera, and a Shift Camera in LightWave is like a tilt shift
06:23camera and what it will do is allow you to blur various parts of the image.
06:28So you can have a horizontal or vertical offset for the camera and what that
06:33will do is give you a concentrated focus in one part of the scene, let's say
06:37on the very first cup.
06:39So a tilt shift lens, it's what that does.
06:42Finally, a Surface Baking Camera and what this will do is bake, meaning it will
06:46record and make an image map of what your camera sees and then you can take
06:51that image and remap it onto other objects within your scene.
06:55The advantage of doing something like this is a speedier render.
06:58Often video games have baked images with a Surface Baking Camera.
07:02The last thing you need to talk about with cameras, and we'll go back to a
07:06Perspective Camera, is the Use Global function.
07:10In the render, in order to get things rendered out you have to make sure that
07:13you set the width and the height, the resolution that you want and the
07:16antialiasing. Often 9 is good, or more.
07:20But if you click Use Global, it suddenly turns off all those settings.
07:24And if I Hit Use Global down here, it turns off all those settings, and I like
07:28to do that because then in my Render tab under Render Globals, under the General tab,
07:34I can control my first and Llast frame and my width and height and my aspect
07:40ratio all from here.
07:41So you're going to find these parts in two places.
07:44So as long as you hit Use Globals in the Camera panel you'll be able to control
07:48your resolution from the Render Globals panel.
07:51And that's a good idea because it's through this process you're going to set
07:54your frame rate, how long your animation is, the type of things that are going
07:58to render such as shadows and transparency, filtering for smooth edges, Global
08:04Illumination, yes or no, and then where you are going to save everything.
08:08So in our rendering videos we'll work through all of these.
08:11So the cameras in LightWave are just as powerful as the lights as well as your objects.
08:16It's always something to consider, so don't put them off. Don't not think about how
08:20the camera should be used.
08:21It's just as important as the objects and lights in your scene.
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Setting up a camera in a scene
00:00So we've run through how all the cameras work, lighting is important, so let's
00:04go ahead and just actually set up a camera for the scene.
00:07So with Camera selected for the current item, that's just the default camera,
00:12we'll hit Properties and we've got a Perspective Camera, which is pretty much a
00:17default camera in LightWave.
00:18Now the typical default 24 millimeters is okay for most things, but when we are
00:23doing a product shot like this I kind of like to be zoomed in just a little bit.
00:27The reason is, in the real world if you actually had these on a tabletop you
00:30wouldn't be up on top of it.
00:31You actually would be zoomed in.
00:34I have found that this Lens Focal Length doesn't really equal 40 millimeters in the real world.
00:39It's a little bit arbitrary.
00:41But what you want to consider is how the look is. Don't worry about the numbers as much.
00:46So I am going to select Move, I am going to hit the right mouse and I am going
00:50to move this up, and then I am going to click the left mouse and pull back, just
00:53click and drag on the mouse backwards.
00:55Then I am going to hit Rotate and click with the left mouse and rotate like this
01:00and then back in the Properties panel hit the P key.
01:04I can zoom in a little bit more.
01:06So this zoom has a much different look to it than just actually pushing the camera in.
01:13Then if you take a look at the Perspective view, you can see what I'm talking
01:17about here. We just rotate the view around.
01:20You could see that the camera is back here, just as if we'd set this up on a
01:24tabletop and you had a tripod with the camera.
01:27That's kind of about the distance you'd be.
01:29The camera wouldn't be right up here on top of it with a wide-angle.
01:32So anytime you're setting of a product shot you want to give it that realism.
01:36It changes the overall look of the perspective of the shot.
01:40So that's fine and just to make it even, because I am a little OCD, we've got to
01:45make that 50 millimeters.
01:46We are setting Use Global so our resolution will be set from the Global
01:50Illumination panel and the Render Globals panel.
01:53Our Antialiasing is set at 9 which I know just from past experience that's a
01:57good resolution and what that will do, see these little jaggies right here? Now that's OpenGL.
02:02That's just the viewport display.
02:04But we don't want those when we render and that's what that Antialiasing will do.
02:09What the Antialiasing does is rebuilds.
02:11It reconstructs the edges and how does it reconstruct it? Well that's this value right here.
02:17Often Classic works fine. You can set to Gaussian, which is more of a blurring,
02:20but it will work fine for that.
02:23Sampling Pattern can be fixed.
02:24you can also just choose Classic, but Fixed works well.
02:27We do not want Soft Filter because we don't want a soft image.
02:31I use Soft Filter for doing a very low res preview. I'll put Soft Filter on
02:35to clean it up a bit.
02:37Motion effects we are going to use Use Global as well, okay.
02:42So that's setting up just a basic camera.
02:44The next thing I like to do even just to give this camera a little bit of
02:47interest is just right-click, choose Rotate, and then right-click just to tilt it
02:51a little bit, a little touch angle.
02:54You can also see down here in the very bottom left Rotation.
02:56So just like any object or light you can choose camera and set a numeric value.
03:01If you hit Move, you could see there's the X, Y, Z positions and if you hit
03:05Rotate, you can see there is the Heading, Pitch and Bank for each of the camera values.
03:10Lastly, we'll go to Render > Render Globals, hit the General tab and then down
03:16here under Resolution, I'll change it to 1920 x 1080, or you can go 720p, which
03:22is 1280 x 720, but one of these two settings is most current these days.
03:27Now the Multiplier, this again has to do with your camera.
03:31Let's say I've got my scenes set up the way I want, my client is happy with it,
03:36but I need to do some tests.
03:37So when I press the F9 key, I'll actually see that full frame render and you can
03:42see here Resolution 1920 x 1080, Antialiasing set to 9.
03:46It gives me all the information I need and the Camera Name, I just set to Camera
03:50and I see Perspective Camera Type.
03:53You can see that wide-angle look.
03:55I'll hit Close, and then you can see that there is my render, nice and clean on the edges.
04:01This is not the scene with all the default lighting and it looks fine, but
04:07what I can do in here, let's say the client says, "Well that's good and you
04:11need to make some changes."
04:12If you're doing a still image, it's not a problem, but if you are doing
04:15animation, a full res animation like this might take some time just to send a preview.
04:19This is where the Multiplier comes in.
04:21You can jump this down to 25% and keep all of the settings, the High-Resolution,
04:27the Aspect Ratio, the Antialiasing, but it will scale that resolution down 25%.
04:35So press F9 and what you'll see now is that you get the exact same ratio and the
04:41Antialiasing, but at 480 x 270, 25% size of your full HD.
04:47What you'll be able to do is render out an animation in that size and it renders
04:53much quicker of course because it's not the full resolution.
04:57The Multiplier is very, very nice way to test an animation or a scene and by the
05:01same token you can double it.
05:03Sometimes if your resolution doesn't go high enough, you can set it and just
05:07double it. Again the Antialiasing will still prevail.
05:11Limited Region, if you turn this on for your camera and you could turn on
05:15Borders what you'll get is this nice outline and so let's say you only want to
05:20render a portion of your scene. You can click and drag your corner and then
05:23click in the center and then when you press F9 to a render it will render only
05:29with that Limited Region shows.
05:32You can do a full res animation like this to a QuickTime or an AVI.
05:35You could render a square animation if you want.
05:37It doesn't have to be set to a standard resolution.
05:42You can choose an overlay if you want for your camera as a frame number or as
05:47timecode or as film if you are doing a movie, even time in seconds.
05:51Sometimes I like the frame number and you can punch that in there, press F9,
06:00and when your animation goes you'll see a frame number at the bottom of the screen.
06:04Now it won't show up on a still image like this because we are not doing a
06:07full animation, but if you have an animation going you'll actually see that
06:11frame number on there.
06:13So that works really, really well.
06:15But again that's usually more for a client preview than anything else.
06:18We'll turn that off and we'll turn that off.
06:21Last thing, Segment Memory Limit, normally you don't have change this anymore.
06:25In years past you did.
06:26What this will do it says how much memory is being used for that render.
06:31So 256, more than enough, but if you've got a super high-resolution you may need to change that.
06:37The reason is you want to render in one segment.
06:40If this is a too low, it will render half the frame and then half the frame and
06:43sometimes with certain plug-ins and values, that kind of screw things up a little bit.
06:48So it's best to render in one segment, not only for the scene itself but also for
06:53a time's sake it will render a little bit faster.
06:56But that's setting up a camera in LightWave, very easy to do with the Camera
06:59Properties panel and the Render Globals panel working in conjunction to set the
07:03right resolution and frame rate.
Collapse this transcript
Placing multiple cameras
00:00Every once in a while when you're working in a LightWave scene you might need
00:03more than one camera, and that's easy to do because you can have as many
00:06cameras as you like.
00:08This is the 07_03_ MultipleCamBegin scene from the Exercise Files.
00:12I am going to press 4 to get to a Perspective view.
00:15You can see that we've got one camera right there in the scene.
00:18That's our main camera.
00:19So let's select that just by clicking on it, press the P key, and at the very
00:24top where it says Current Camera, I can click and drag and say MainCamera, just
00:28rename it, and hit Enter and make sure that takes.
00:31To add a new camera, we're just going to go to Items, under the Add category,
00:36choose Camera, and we'll call this SideCamera.
00:38What you'll see is another camera added right to the center of the screen.
00:44You can move it off.
00:46We can press 5 to get to our Light View and 6 to get to our Camera View, press
00:53the Y key, which is Rotate from the Modify tab, click and drag and rotate
00:57around, and now I have got a Camera View down here on the side.
01:01Press the T key get to Move, right mouse to move it up a little bit and left
01:06mouse to move it back, then Y, and just rotate it down.
01:10So Y and T, you can use those a lot.
01:12You can also Spacebar between those, just a little added tip.
01:16So what happens now is that with the camera, we've got a SideCamera and a MainCamera.
01:21We can select between those for whatever we need, and I think in most situations
01:26you're not going to use that too much.
01:28I am going to go to Perspective view.
01:30You can see there are my two cameras.
01:31We can have as many as we want.
01:33So how would you use these?
01:34I've set these up when I've got architectural rendering, when we've got let's
01:38say a car driving down the road for accident recreation. You've got a MainCamera
01:42that's parented to the car following it along.
01:44You've got another camera perhaps that's off to the side and watches it pass by.
01:49And maybe you've got another camera that has sort of a bird's eye view, and what
01:52you can do is cut between each of these during a render or what's even better is
01:57render out three views.
01:59So when you come to your Render > Render Globals, you can choose which camera is rendering.
02:06So you've got your Render right here, you've got Realistic set, Quick Shade, Wireframe.
02:11Under General, you've got Render Range, whether it's single or arbitrary, and
02:16we'll talk about that in rendering.
02:17You've got your Filtering and how that's handled, and then you've got Global
02:21Illumination, and then you've got your output.
02:24And what you can do after setting all this up is tell the render engine which
02:29camera you want to work with, and we'll open up the regular Camera Properties
02:33so you can choose a Current Camera, and whatever is chosen that's just going to
02:36render through the Render Globals when you work through these tabs.
02:40So it's a very easy way to set up multiple cameras for, I don't know,
02:44architecture, accident recreation, and even product shots.
02:48Even if you are doing a still, sometimes your client might want to see it from a
02:51different angle. So instead of you coming in and selecting this MainCamera here
02:56and then moving it a little bit and rendering and moving and little rendering,
02:59you could have multiple versions set up.
03:01I've seen it go one step further where people have set up a whole string of
03:04cameras and have rendered all the way around for stereotype images, for
03:09lithography, where there's multiple images of the same shot, but just
03:14slightly offset and then those are blended together to make some really cool images in print.
03:19Multiple cameras in LightWave are very powerful, very useful, especially
03:23depending on what type of scene you are trying to create.
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Animating cameras and camera elements
00:00Obviously, setting up a camera is one aspect of LightWave 3D, but what about
00:05animating the camera?
00:06Obviously, you're going to want to move it at some point. You don't want just
00:09your objects,or your lights floating around.
00:11So I'm going to show you how to do that.
00:12Let's come over here and choose our Camera View and you can see this is what our camera sees.
00:17Here is our Timeline, but for right now with our Camera selected, I'm going to
00:22go to Modify and Move.
00:25And we're going to click and drag over this way, and then we're going to
00:29choose Rotate and we're going to right mouse to kind of rotate back and left
00:34mouse to point over at this.
00:35And then we're going to go to frame 60 and we're going to make sure that
00:39Auto Key is on and we are going to then choose Move again and again we've
00:43got our MainCamera.
00:44We're going to let it off to this side like this, then we're going to choose
00:49Rotate and left mouse and rotate it like that.
00:52And what we've just done is created an animation.
00:55Hit this Rewind button back here, hit the Play button, and you've just
01:01animated your camera.
01:02That's how easy it is.
01:05It creates in-betweens for you.
01:07So I've essentially told the camera be here at frame zero and be here at frame 60.
01:12And let's take a look at it from Perspective view so you can see what's happening.
01:19So it's very easy to set up a motion in LightWave.
01:22Now we've got a whole section dedicated towards animating, but just to get
01:26you started this is something fun to do. Now you can enhance this just a
01:30little bit more if you like.
01:31I'm going to pause that.
01:33We're going to go right in-between to frame 30.
01:35I'm going to press my Move tool and I'm going to move this up and I'm going to
01:39press Y for rotate and we'll rotate it down, pointing back at it.
01:43And then let's just readjust to frame 60. We'll pull that down a little bit and
01:48we'll pull it over a little and rotate still.
01:52Let's see what it looks like by pressing 6. Hit the Rewind button and hit Play.
02:00So the caffeine jot from the coffee brought us up in the air.
02:03Press 4 and you can see there is what the camera is doing.
02:07So three keyframes made a motion path very easy to do and all you're doing is
02:12working through your Timeline and moving your camera to a new position.
02:15As long as that Auto Key button is on, your camera will stay in place where
02:19you set it over time. Pretty easy to do.
02:22You can also view it with the Viewport Preview Render and I'm going to turn my
02:27OpenGL Overlay off, so it's a little bit cleaner.
02:30And let's take a look at it from the CameraView, and we'll see how well this plays back.
02:36Not so well, okay, and that is where you're going to come over here.
02:39It's your Settings.
02:40It's top right corner.
02:42Draft mode is on. Let's put on Half Resolution and let's see how well we do it
02:46that. I'll leave that open.
02:52So it doesn't quite playback enough in real-time, and for the most part, I don't
02:57usually preview it like this anyway. Usually I just do it with stills.
03:00The system simply can't draw it fast enough to playback in real-time and
03:04that's okay, but depending on your video card, you may be able to that a little bit better.
03:10We'll jump back to Perspective view and we'll turn this back to Shaded Solid.
03:15So animating the camera is pretty easy.
03:17It will record motions, rotations, and it will automatically create
03:22keyframes in-between for you.
03:24So simple three keyframes and you've got a nice motion setup for your camera.
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8. Building Animations
Understanding the Timeline
00:00You know that LightWave can model 3D objects and then LightWave Layout you can
00:04create a full lighting setup.
00:06You can design your cameras around real world principles.
00:09But it can also animate and in LightWave Layout, you can see down here at the
00:12very bottom of the screen I've got this nice little timeline.
00:15Well, this is your home base for all your animation needs.
00:17Let's start over here on the left.
00:18You're going to see that be little dropdown box here is the 0.
00:23That is my first frame.
00:24Now you can set this to have a first frame of maybe frame 30, if you wanted.
00:29Or, you can set it for maybe negative 30.
00:33And people think, well, would you do a negative value for your first frame?
00:36Let's say you have a character that's running.
00:39You don't want to start your animation with him actually running.
00:41You want him to be already in full stride.
00:44And if that's the case, you can give it a pre-roll so he can already be running.
00:47Give him a one second pre-roll and then as an animation starts, he'll already be
00:52in his full stride when you get into it. So a very nice, little, handy feature.
00:56You might not use that too often but something you should be aware of.
01:00The last frame over here you can set.
01:02By default it's set to 60, which is 2 seconds at 30 frames per second.
01:06You're not often going to do a 60-frame animation.
01:09you might do something more like a 10 second animation.
01:11So I'll enter in 300, easy enough.
01:14In the very center of the screen, you've got Auto Key, which is always on by default.
01:18What Auto Key will do will lie to automatically create keyframes. So you'll select
01:22an object, a light, or a camera
01:23and as you move through your timeline then adjust that item, it'll automatically
01:28create a keyframe, locking it in place.
01:30We're going to talk about keyframes in an upcoming video.
01:33Beneath that you're going see Create Key and if you can select an item and click that,
01:37you have your Create Motion Key panel that pops up.
01:40And at the same time, you can have Delete Key.
01:42So as you're working through and you accidentally create an extra keyframe where
01:45you realize it's not needed, very simply you can delete the key.
01:48Over on the right-hand side here, you've got your full rewind, then you can jump
01:53to the last keyframe, or you can step through one frame at a time by clicking
01:58these buttons backwards or forwards.
02:00Jump to the next keyframe or jump to the end of animation with these buttons.
02:04We have a rewind button that you can hit and it plays the animation backwards.
02:08Pause it or play the animation forward.
02:11Now there's a Rate down here at the very bottom.
02:12This is the rate of playback for these buttons right here.
02:15Typically, I never really change this.
02:17Back in the early days when computers were much slower, we might want to change
02:21that so your computer had enough time to playback at a normal speed that you can
02:25tell what's happening.
02:26These days most computers are very fast and you don't need to change that too often.
02:31The Preview dropdown here allows you to make a preview of your layout.
02:36So let's say your client wants to see a preview of the animation and you don't
02:39have time to render out even a small preview.
02:42You can actually show your client a recorded preview of the OpenGL screen by
02:46hitting Make Preview.
02:47And what this allows you to do, if you come down here to the Preview Options, is
02:51you can save out a Quick Time or an AVI file.
02:54And again this is not a render.
02:56This is just a preview of what's happening in your Layout screen.
02:58So it's kind of a nice way to work if you have a quick preview that you need to render.
03:02So the LightWave timeline, it's kind of your home base for all your animation
03:06needs, for creating keyframes and deleting keyframes.
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Adding and controlling keyframes
00:00Creating an animation in LightWave might not be as hard as you think.
00:03To do so, we're going to start with simply just the camera.
00:06We're not going to put any objects in the scene.
00:07You're going to see how simple this is.
00:09I've set my Timeline to 300 frames, giving me a ten second animation.
00:14I've got my Camera selected and I'm looking at it from a Perspective view.
00:17I'm going to start at frame 0 and I make sure that my Auto Key is on.
00:21So what happens is anywhere I move my Timeline,
00:24whenever I move that camera, or a light, or an object, it will be recorded
00:28in that time space.
00:29So I'm going to start over here.
00:30I'm just going to move my camera up by clicking and dragging on the green
00:32handle, and let's say I want to go all the way to the back of the frame about 150.
00:37Okay, now here is a little trick that I use for creating animations.
00:42I set up my final resting spot or at least half way if there is a big turn.
00:48So I want the camera to jump down the frame and then come back.
00:51So I'm actually going to grab the blue handle and push it all the way down.
00:54What you're going to see is this little motion path that's created.
00:58That will actually determine and show you how that camera is moving.
01:02You will also notice that there is a little yellow mark where the 150 is.
01:05That means a keyframe has automatically been created, and at frame 300,
01:09I want it to be back at 0.
01:11Well, instead of just moving it back to 0, because I want it to be at the exact same place.
01:15Here is little trick.
01:16I'll come back to frame zero, and then I'll hit Create Key.
01:21I am creating a key for the Selected Item At-- well, not at zero, but at 300.
01:28And I want it to be for the Position, the Rotation, and the Scale of that item.
01:33So while I had the camera already set as a keyframe at frame zero,
01:37I want to copy that keyframe, so I'm simply just going to add existing position,
01:41then hitting Create Motion Key, and telling it make that same position at 300.
01:46And what happens is this.
01:47If I hit the Play button, the camera moves forward at 150 and then comes back.
01:54It's exciting, isn't it?
01:59And then of course, the animation starts over.
02:01Well, let's say in between that, I needed to move my camera left or right.
02:07Perhaps this light, let's go to frame zero.
02:10Perhaps this light is in the way and we want the camera to pass around it.
02:15I am going to move up my view just a little bit.
02:20Back to the camera. So my light's in the way, and it needs to just kind of pass around that.
02:26How would we do that?
02:27Well, if I try to guess what frame I need to move beyond this light just to move
02:33around it, I probably would be wrong, and what would happen is the camera would
02:36move at a certain speed, and then kind of jerk around the light, and then
02:40perhaps move too slow.
02:41But by setting the first keyframe and then the last keyframe, the computer has
02:46interpolated those frames in between.
02:47So now I know that right here is frame 53.
02:51That's a little bit arbitrary and most likely I would have keyframed it 40 or
02:5450, or 45, something more even.
02:57So I'm just going to select frame 53, and then I'm going to grab the green
03:01handle and pull the camera aside.
03:03But what you're going to see is that the motion path automatically starts going
03:07to that next keyframe.
03:08So at frame zero, I am starting out and then it's going right to 53.
03:12Well, I want it to stay in a straight line until it gets close to the light and
03:17then passes around it.
03:19So right about here is where I would need it to start coming out around the light.
03:24So I'm just going to move to that frame, select the right-handle here, and just
03:27pull that over, and now you can see I'm straightening out that Timeline and the
03:32camera comes and moves around slowly.
03:35But keeps the same motion path, keeps the same constant motion.
03:41And by the same token you can come to the backside of it, right about here, and
03:47then just move that back in place.
03:50So now I've created not a very complex animation, but something with little motion.
03:57If I wanted to do a little bit more perhaps at frame 53, I can grab the green
04:03handle and pull that up, or I can select Rotate and I can give it a little bank,
04:09so that when I go back to frame zero by hitting the Rewind button down here.
04:12Hit the Play button to the right.
04:15It starts banking around the camera.
04:17If I go to the very last frame at frame 300, I can even rotate it this way.
04:26What happens is that the computer does its best job to interpolate.
04:29So you see it already has an angle going into that last frame.
04:33So it's not very hard to set up keyframes in LightWave.
04:36But let's say you wanted to move one of these.
04:37There is a little trick here.
04:39If you move your arrow right above this Timeline, you'll see a little arrow
04:43pop up, kind of looks like a little Christmas tree.
04:45If you click that, you're going to see an additional Timeline.
04:49What that allows you to do is select over any of these keyframes and you can
04:54move them by clicking and dragging.
04:56You could select one of them, right- click, and you can copy those keys,
05:00paste those keys, delete them, and that's the same Delete Key you're going
05:04to see right here as well.
05:05But a lot of times you might just want to adjust and it's quickly added to your
05:10Timeline just like that.
05:12So now things happen a little bit differently.
05:15And I can take this keyframe here and maybe I want it to instead of 150, get
05:20down to the back at a 139, and maybe I don't want it to happen at 300. Maybe I
05:24want it to come back to the front really fast.
05:27So I'll just click and drag that keyframe up to 180.
05:30Watch what happens now.
05:32So the same motion path happens here.
05:33Watch how quick it comes back.
05:35Just like that, I was able to edit the keyframes quite easily.
05:39So working with the timeline is not that hard.
05:41A lot of times you're going to just worry about the numbers, and you shouldn't.
05:45Worry about what you see in the motion, and if it doesn't feel right, tweak it a
05:49little bit and the way you can tweak it is with this additional timeline above
05:52the regular timeline.
05:53You can always close that out just by clicking back on it to keep your interface neat.
05:57So, creating keyframes works very well with Auto Key.
06:00It can be used for lights, for objects, and for cameras, as well as surface
06:05properties, color values, and many other things throughout LightWave.
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Fine-tuning keyframes in the Graph Editor
00:00I've loaded up the 08_01_ AnimateCamBegin and this is a scene from earlier in
00:06the course and I have got a little error with the camera here.
00:09I am not sure what's going on there.
00:11Well, what's the best way to fix that?
00:12Well, if I take a look at the Perspective view by pressing 4 on my keyboard, if
00:16you look at that motion path, I'll hit the Rewind button and then just hit Play,
00:19it looks okay, but it's kind of odd right in here.
00:23And while I can tweak that right here in Layout, there is another way to adjust
00:27your keyframes and that's with the Graph Editor.
00:30The additional thing I want to fix is that my camera just kind of starts out and
00:33it's just kind of ends abruptly.
00:34Just kind of stops.
00:37So I am going to extend this to 160 frames just so the camera sits for a
00:41little bit before the animation rewinds, and in the real world the camera
00:45wouldn't just slam in. It would ease in.
00:48And the same thing at the start.
00:50It wouldn't just start up.
00:51It would kind of ease out a little bit.
00:52Well you can do that in the Graph Editor.
00:54You can fix all those little things by clicking the Graph Editor right here on
00:57the very top-left of the screen.
00:59Now a lot of people I now get in here, and they go, "whoa, too much!" And it's not
01:03that hard once you know what you are doing.
01:06So what I am going to do is give you an overview of this and then we are going
01:09to tweak that keyframe.
01:10We have got our Scene Bin, down here at the very bottom left and what this does
01:14is it shows you whatever is in your LightWave scene.
01:18So we've got our CupMASTER.
01:20All the additional cups that we have created, our light and our camera.
01:23Let's open up the camera by clicking the little triangle, and in there, you can
01:27see that you've got all of your motion channels.
01:31So you have got your Position X, Y and Z and your Heading, Pitch and Bank.
01:37By just double-clicking one of those, you add it to the Channel Bin, which is up
01:41here in the top-left.
01:42You can double-click one of the others, or if you hold the Shift key you
01:46could add two channels.
01:48If you want to add all of them at once, simply just double-click the camera and
01:52all of its Motion Channels are added to the Channel bin.
01:55The reason you do that is because then you can select one of these channels and
01:59edit them in the Curve bin.
02:00That's this area right here.
02:02So I know that my camera is a little weird on the rotation at that middle keyframe.
02:07So let's take a look at those channels.
02:09I can grab this Timeline slider right here and look through. The red represents
02:16my Heading, the green represents the Pitch.
02:19And you can see that it's pretty flat, meaning there's really no motion on that channel.
02:24And the Bank also doesn't really have much change.
02:27The Heading is the one that to be a little bit odd.
02:29So let's go to that frame 60 right there.
02:32I will move this down and that's that keyframe right there.
02:35So if you have a larger screen,
02:37you can actually put your Graph Editor on one view and then take a look at your
02:40animation on another view.
02:41I am going to adjust my screen here so you can see what's happening on both.
02:46If I move my Timeline, you will see it respond in Layout, and what I can do then
02:51is come down here to these tools.
02:53The very left one here is Move and you can see the legend right there, and it
02:56even tells you what to do.
02:57Left mouse button moves values, Ctrl+ Left mouse button moves time, Ctrl+Right
03:02mouse button, and so on.
03:04This one creates a key.
03:06You can actually create your keyframes in the Graph Editor.
03:09I don't know too many people that do that.
03:10Most people adjust in the Graph Editor, adding one or deleting one, but you're
03:15welcome to build your whole animation in here.
03:17You can stretch a timeline, you can roll a group of keys, and of course, you can
03:23just zoom in on one.
03:24And if you accidentally do that, just press the A key. That will fit
03:27everything to view.
03:29Up here just like you can in LightWave Modeler and LightWave Layout, click and
03:32drag around to look at your Timeline. You can zoom in and out and then there are
03:36a number of other keys up here that you can click.
03:39These will give you more specific controls over your keyframe and motion channels.
03:43We are going to leave those alone just for the time being.
03:46Let's take a look at this key right here. What's this one?
03:48That is the X. It's red and that is where things start out. So let's do this.
03:53I'm going to left mouse and just click right on that keyframe, and that
03:57activates a number of controls down here at the very bottom.
04:00So in the Curves tab, you can see that my value for that frame is -15. -15 what?
04:07Well, that's -15 meters on the Position.X. Where does that number come from?
04:12Well, the base is just off of that zero axis.
04:16That dark crosshair that you see in the screen.
04:19That's your 0,0 axis.
04:22So it's -15 meters from that point and I know that because my grid at the very
04:28bottom left of the screen is 10 meters.
04:30So it starts right over there.
04:3215 meters from that zero point.
04:34But notice how hard it is when it comes out.
04:36That's where these Curve controls come in.
04:38What I can do is click and drag the Tension and I get set that to 1.
04:43And this Tension only goes to 1 or -1.
04:45So you can't really go more than that.
04:47But now the camera eases out.
04:49See how that curve changes?
04:51I can do the same over here.
04:52I am going to hold the Shift key and select all of my keyframes for the Position
04:58and then with my right mouse button, I'm going to select all of those, just like that.
05:03Now I can easily set Tension for each one of those very easily.
05:07I can right mouse over the ending keyframe and also set a Tension of 1 and
05:13notice how now it eases in.
05:15Well, let's see what happens now when I play this.
05:17It starts out slow, comes around, and then it slows down into place.
05:23Much smoother.
05:25But I still have that odd rotation going on here in the middle. Right there.
05:29So let's fix that.
05:30The reason I can't really fix it directly from here is because it's going to an
05:36additional keyframe.
05:37Even though there is a keyframe at 30, when it's going to 60 it's rotating in between.
05:42It's interpolating.
05:45So I need to be careful when I adjust that keyframe.
05:48So let me come over here and hold the Shift key and select all my heading
05:51channels and see this slope right here, you see the Motion Z that actually
05:55changes the Z channel, where it pulls out a little bit, and then the Rotation,
06:00we'll right mouse over this and here I can change the value. Look at that.
06:07I am actually rotating the camera in Layout right by changing this value.
06:11So let's just put it at zero and now the camera is not rotating, but I need to be
06:16careful because it might actually be rotated too much.
06:19Let's take a look at the Camera View and see what it sees? Oops!
06:22Too high, right?
06:23So we're just going to bring it down about 10 degrees and I'll pull this up so you can see,
06:30and now we actually can see our shot very easily.
06:33So we will rewind, hit the Play button, and now we don't dip down into the shot.
06:42Just by editing it in the Graph Editor.
06:45Lastly, let's go back to Position.
06:48If you don't like the camera easing in, perhaps you have a ball bouncing or
06:52something like that, you could set a Tension of -1 and what that does is slam
06:57your camera in. It comes in really fast, and again that's something more that
07:00you want to land hard.
07:01Now, our camera doesn't want to land hard. It wants to just ease in.
07:04So that's the opposite. That's 1.0.
07:07Other values like Continuity and Bias work better with your in-between keyframes
07:11and here if you adjust the Continuity to 1, you will see it actually jumps into
07:16a keyframe and jumps out quickly.
07:19So ball bouncing that would work really well.
07:21The opposite value has a jump in something really hard.
07:24You have a car perhaps that turns a corner.
07:27Well if you are going to do that, go to Bias and watch what happens when I adjust the Bias.
07:32It changes the motion before or after that keyframe.
07:36So you have a car swinging around a corner. It can actually fishtail by just
07:40adjusting the Rotation channel's keyframe bias.
07:43Now I know that sounds relatively complex, but it's not as hard as you might think.
07:48It's just takes a little bit of time to just adjust these, tweak, and with one
07:52little setting, you will see the instant results right in the Layout.
07:56For the most part you are going to use the Tension quite often and there is a
07:59little quick key to do that.
08:01If I come back to 4 on my keyboard and I go to frame 120 let's say, if I press
08:08Ctrl+G, take a look at the Rotation information channels down here. Ctrl+G all
08:12of a sudden changes that keyframe to Move TCB.
08:17Tension, Continuity and Bias.
08:19Right there in Layout, I can actually set a Tension for that keyframe, and avoid
08:23going to the Graph Editor, if that's all I need to do.
08:26And to just to get out of it, I can just select the Move tool or Rotate or some other tool.
08:31So the Graph Editor is not quite as complex as you think, but it's a great
08:34way to get in and take care of motion channels, individual channels, as well
08:38as rotation channels, and have very specific motion channels for all of your animations.
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Using motion plug-ins to enhance keyframes
00:00Setting up keyframes in LightWave is not too complicated. Start with one point,
00:04set a keyframe, move to a second point, set another keyframe.
00:08But sometimes you can do things a little more automated.
00:10You can let the system work for you.
00:12And that's done with motion plug-ins.
00:14Let me show you what I mean.
00:15I am going to press 4 on my keyboard to take it to a Perspective view and I
00:19am going to rotate around just to see things a little bit, and I will select
00:23the big red ball here.
00:24Now, notice that the pivot point for this ball is right at the center origin.
00:28We never changed that in LightWave Modeler, which means if I rotate this by
00:32pressing the Y command, it's going to rotate from that point.
00:36Well, I want to change that.
00:38So what I am going to do is go to Modify, and then go down to Move Pivot, right
00:42here under the Translate category, and very simply I can move this over.
00:47And let's press the 2 on our keyboard.
00:50It gives us a top-down view, and very easily I can move that pivot point.
00:54Press 4 to go back to Perspective and even 3 if you like to go to a Side view,
00:59and I can move that up to the center of the ball.
01:02But I think we could leave it there for what we are going to do right now.
01:05Make sure though when you're moving a pivot or anything, you check it from all axis.
01:09Now, if I go back to the Move tool, now I can move it very easily from that
01:13center opine. reusesP the Y command for Rotate and now it rotates from that base point.
01:19So very easy to change that.
01:20And that's important to do if you've got things like doors that are opening and
01:23closing. You are going to want to move that pivot point.
01:26With that object selector, I am going to press the M key for Motion Options.
01:29You will have Motion Options for any item in LightWave.
01:33Camera, light, or an object.
01:35I don't want to do any parenting or targeting to this. I actually want to work
01:39down under modifiers, and modifiers are a plug-in, just a little accent that
01:43you can put in, such as something like gravity, and there is a long list,
01:49there is quite a few things, but I am going to choose Gravity.
01:52Any time you add something, you can double-click it and you'll get additional
01:55tools that follow beneath it.
01:57So the Strength of gravity, right now it says 1.
02:00Well, 9.8 will give you a little bit more realistic gravity.
02:04The Ground Level is 0.
02:06Now, we know that that's going to work, because we build everything right on
02:08that 0 plane, and that pivot I just moved is right at 0.
02:12Start Time is 1, End Time is 60.
02:14Elasticity at a 100% means it will bounce. So let's do this.
02:18I am going to leave this open. Put it off to the side so you can see what's happening.
02:22I have got the red ball selected and I am going to move it up like that.
02:27I have not set any keyframes for it.
02:29There is always a keyframe at 0 to hold it in place but there is no others on the Timeline.
02:34When I press Play, it automatically falls and bounces, and let's make our
02:39animation 300 frames by adding the last frame to 300.
02:45And so now you can see it stopped after 60.
02:47Well, that's because our End Time was only 60 in our Motion Options.
02:52So I'll select that and choose 300, or better yet, let's make it 200, so we
02:57could see what happens after.
03:00So now for 200 frames, that ball is just going to bounce.
03:03I didn't have to set any keyframes, and at 200 it stops.
03:09Well, I want it to bounce a little bit, but not keep bouncing.
03:13Well, that's where the Elasticity comes in.
03:14So I am going to come over to Elasticity and maybe choose 20%, hit the Play
03:19button, and there it goes.
03:23So it's a little heavier, like a bowling ball.
03:25If I want it lighter, put a little more bounce into it.
03:27A little bounce in your step, and there you go.
03:31Now, you can certainly add some keyframes to this to accent it.
03:35I have actually used this quite a bit for logos.
03:38I had logos drop right in from behind the camera and fall.
03:42It works really well.
03:43Let me show you one more thing you can do.
03:46We'll pretend that we're viewing it from here.
03:48Let's say our camera wants to shake a little bit.
03:50This is a big heavy red ball.
03:52You want your company logo to just really shake the screen.
03:54Let's press 6 to get to Camera View.
03:58When this comes down, it bounces.
04:00It hits right at about 14 frames.
04:04So I am going to select the Camera, press Properties, press M to get the Motion Properties.
04:11You don't need the regular properties. And we are going to add the Modifier Jolt.
04:15It's right under Gravity.
04:16And this is Motion options for the Camera.
04:19I am going to double-click Jolt and I get this whole other panel that pops up.
04:23Now, don't be confused by all this.
04:25It's actually pretty easy.
04:26What we are going to do is go to that frame that we just set, which was
04:30probably 11 or 12, 13, you can even manually punch it in, and then I want to
04:34hit Create Key, and I want a light jolt of the camera, and all these values are automatically set.
04:40I'll click Continue, I'll rewind, and now watch what happens.
04:46Now, the camera has a little bit of a shake to it.
04:49Let's bring this back down to about 90.
04:50Now, you can adjust that to more of a medium jolt; you can extend it so that
04:57it wobbles the camera.
04:59It can rotate the camera, whatever you like, but those motion plug-ins are very
05:03useful for little accents in your animation that are often sometimes hard to
05:07keyframe, and something to consider whether you're doing realistic animations,
05:11logos, or even simple product shots.
Collapse this transcript
Animating textures
00:00Animating in LightWave is pretty straightforward, especially when it comes to
00:03setting keyframe for cameras, lights or objects, but there can be other things
00:07you might to animate such as a texture.
00:10And why would you do that?
00:11Well, there is a number of reasons.
00:12Let's start with a simple object.
00:14What I am going to do is go to File, hit Load, I want to choose Load Object, and
00:18from the Chapter 8 Exercise Files if you have those, load up the CowBegin file.
00:22You can load up any object you want, if you have even a simple box to do
00:25something like this.
00:26I am going to rotate this cow around so we see it.
00:30Now it looks like he doesn't have any textures on him but he really does.
00:33Let's jump over here to Viewport Preview Rendering and you can see that he has
00:37got a cow type surface on him and that works fine.
00:42But what if for some crazy reason, you want to animate that texture on him?
00:45I will open up the Surface Editor and that's the CowHide surface that we
00:49are going to work with.
00:50And what I want to do is take a look at where that surface is.
00:54So under the Color texture, I will hit the T button.
00:58And here we can see there is the Procedural Texture applied.
01:01It's a Fractal Noise.
01:03Texture Color is this dark gray.
01:05We can brighten that up if we want, make it green, whatever color we like.
01:09The Frequencies and Contrast, I'll determine how that shape is on the ends of it.
01:12But here under Scale, Position, or Rotation, I can change that over time.
01:17So for instance, here's the position on the Y. If you can see me move it, it's
01:21actually moving the texture.
01:23Well, by hitting the E button right next to that, I can change that value over time.
01:29That opens up the Graph Editor.
01:31Now we talked about the Graph Editor earlier for tweaking your motion keys, but
01:35you can also use it for animating textures.
01:37I am going to press the Tab key real quick. That will hide all my panels.
01:43If you think to enter the Graph Editor right from the Layout, you're not
01:46necessarily going to get your textures all in here to begin with.
01:49Okay, that's important to know that you have to enter the Graph Editor from one
01:53of these E buttons by clicking on it.
01:56In that way, all of your Surface channels are now entered into the curve bin here.
02:01So, what do I want to do?
02:02Well, I want to change that value, just on the Y-axis, up and down, kind of like
02:07we played with, from 0 to 60.
02:10So at Frame 0, we already have a keyframe. Our Value, and we will select it right
02:16here, is 490mm for that selected texture.
02:20And then at Frame 60, we will click Create Key and we will click right on there.
02:26That creates a keyframe.
02:28Go back to the Move channel and just make sure that's selected, and at Frame 60,
02:33let's move that to 600mm.
02:36Press the A key to fit.
02:37Now, you can see that this texture moves form 490 up through 600mm over
02:45two seconds 60 frames.
02:48Now, the other thing to understand is that that 490mm is based on the grid size.
02:52So again, down here we are going to reference the Grid, 1m. Every grid is 1 meter in size
02:57and you will see the grid if you go to OpenGL Overlay.
03:02So, 1m in size, we told it to go from 490 up to 600.
03:05It might not be enough, but if you hit the Play button, you will see it moves up.
03:10I will actually just scrub through it a little bit slower. But now the texture
03:15is actually moving on the cow.
03:18Now, what's kind of neat is that it really can't come off the cow.
03:23So here's a little trick and you can do this for oceans as well.
03:26Take the CowHide, go back to the texture, and let's take a look at the position X.
03:32So I am going to hold the Shift key and let's just turn this off for a minute
03:34so you can see what I am doing.
03:35If you play with the X value, because the cow was facing down the Z, so the X is
03:40left and right, so basically either side of the cow, and close out real quick.
03:46Hold the Shift key to click and turn it off.
03:49What happens is that it actually looks like the shape of the texture changing
03:54when really all it's doing is just moving through the cow.
03:58There is no way for it to come off into us, even though it is a 3D program.
04:02So what's happening is it gives the appearance that this fractal noise patterns
04:06are changing over time.
04:08So, it's a really cool look and you can set that value by hitting the E button
04:12and setting a keyframe over time.
04:14So think of this for moving clouds and surfaces on water and ground and dust.
04:20You can do some really cool looking things just by placing a texture on a
04:24surface and animating that channel.
04:26If you had a flat object on the ground, you would animate the Y value, because
04:30there is no way for it to go up so it just kind of shrinks and changes.
04:35It's kind of a neat little trick.
04:37So you can play with that cow, that's in there.
04:39Let me show you one more thing.
04:40I am going to load an actual little scene and this is the SkyBegin.
04:45And what this is if I press the 4 on my keyboard, it's just a sphere cut in half
04:51and it's inverted so that we can see inside it.
04:54And you can do something like this for maybe an environment, perhaps around a
04:58boat or a car, even a product.
05:00So, I'll press 6. I am going to open the Surface Editor and this time we are
05:04going to place a texture on the Luminosity channel.
05:07So rather than clicking the E for that value, we are going to go to Texture
05:10first because then we can grab the E channel to animate any of those values we
05:15have placed on here, even such as an Image Map.
05:18So we have animated a texture with the cow but in this case, we want to animate the image.
05:23So, Projection type can be Planer, the image we are going to load is the clouds
05:28and you can use any kind of cloud that you might have.
05:30We will place it on the Y axis and we'll click Automatic Sizing, so it fits
05:35to the whole object.
05:38I want to make sure that in my surface properties I have Smoothing on for
05:42that particular surface.
05:44And now you can see that I can move this on the Y, just by clicking and
05:50dragging. I can move it on the X and you can see it's just slowly just
05:53moving around that sphere.
05:56So to animate this, all I have to do is click the E button and I will hit Create Key.
06:02That's the second button right here, and we already have a key right at 0 at 755mm.
06:09So let's go over to about 40 frames, create a key, and then for that selected key,
06:14maybe we will say 1000mm, which is 1m.
06:21Like I've shown you earlier in the Graph Editor, you can right mouse over these
06:25and set a Tension of 1 and that value then will ease-out and ease-in.
06:31very subtle on an image, but I can still do it.
06:34So, what happens now is that that texture from 0 all the way over will be
06:41moving on the X-axis.
06:44We will open up the Texture Editor and you need to sometimes click into the
06:50layout to make sure that updates for you.
06:52Let me go back to the VPR mode and we will see that a little bit better and
06:58now you can see that texture is just slowly moving, just a very soft moving sky on there.
07:05You can put this on a flat plane, you can put it on a larger object, whatever you like.
07:11I will press 4 to get back to my Perspective view and you can see what we have done there.
07:15Animating textures is not that difficult.
07:17It's just using the Graph Editor to tell that texture to be at one point in time
07:23and then at another point in time be at a different value.
07:26That value is determined from the grid, which is right here which represents
07:31each one of these grid spaces in your LightWave Layout.
07:34So try animating textures.
07:35It could be a lot of fun.
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Enhancing scene animation with displacement maps
00:00Earlier in the course I showed you how bump maps can enhance a surface and then
00:03slightly got into displacement maps.
00:06I like to cover those a little bit more and show you something that you can do
00:09with them to create a simple landscape from just a couple of polygons.
00:13I have got a scene loaded here and this is nothing more than a
00:16subdivided polygon.
00:17Let's take a look at the Perspective view.
00:19So I will press 4 on the keyboard and it will zoom out and I am going to jump to
00:25a Wireframe so we can see what this is.
00:28And that's pretty much it.
00:29It is just a subdivided box and I will press the Tab key to turn on the
00:34subdivision surfaces and the reason I did that is because it allows me to have
00:38all these segments that I can bend around.
00:40When we create a Bump Map you can put a Bump Map literally on one flat surface.
00:45When you do displacement maps, you are going to want a little bit more geometry
00:49in there so that you can bend it a little bit and I always use the analogy of a
00:53screen door that you can bend very easily.
00:56Well, take a look at this.
00:57It kind of looks like a screen door made up of tiny little segments.
01:00So it is very easy to be bent.
01:02So to do that we are going to first select the object itself and then press P
01:07to get to the properties for that object and under the Deform tab you are going
01:11to see Displacement Map right in the center of the screen with a little T
01:14button that means Texture.
01:16So we are going to click that to apply a Displacement Map Texture.
01:19But what is the texture we are going to use?
01:21Well, we are going to let the computer do it for us.
01:23So rather than an image map, we are going to load a procedural.
01:28So let's say Procedural Texture and instantly you can see that that surface
01:32suddenly becomes a little bumpy, which is great.
01:35What that means is this value here,
01:38the white value, is actually being applied to this entire surface and bumping it.
01:43If I increase that Texture Value you can see those bumps increase, or you can
01:49go negative as well.
01:51So what could you do with this?
01:52Well I have often made landscapes with this and let me show you how to do that.
01:56You choose Underwater. It creates kind of a neat look.
01:59You can different values in here for map function. You can see it back there.
02:03Veins, Wood. Click Automatic Sizing for a lot of these to help straighten it out.
02:10But for a landscape we can often do Crumple and that works really well and if
02:15we increase the Texture value you get a very nice-looking, just kind of mountain range.
02:20It is a very soft mountain range, perhaps one you would see in, I don't know,
02:25Ventura, California, and this could sit behind some buildings that you can make
02:29very easily with perhaps a Bevel tool.
02:32So this also could work for an ocean.
02:34It could work for cloth.
02:36So I want you to think in those terms when working with Displacement Maps.
02:41The other way to do it is with Fractal Noise and of course that looks a little odd.
02:46So what you need to do for this is manually set the size.
02:50So I will set the X value of the scale to 2, 2 on the Y, and 2 on the Z, and
02:56then let's bring that Texture Value down to about 2 as well, and actually we
03:00can even go lower than that.
03:01So now I have got just larger bumps like that. It gives you a little more that you
03:07can work with and what's wonderful about these displacements and the speed of
03:11computers today is you can get a real-time feedback.
03:14So as I'm moving these around I can get a pretty good idea of what this looks like.
03:18That's another way to create a nice little mountain range.
03:21But let's say I don't want the whole thing to be mountain; maybe I want sort of
03:24little valley before it.
03:26Well, the way I would do that and let's go back to Crumple.
03:28I think that worked pretty well for us.
03:30What we are going to do is take that value and once we get this back up here and
03:36we are going to make it fall off.
03:38So I am going to jump to the Falloff tab and which ways is it going to falloff?
03:42Well, let's take a look at our camera in our scene.
03:45Our camera is pretty much at this default position, pointing down the Z-axis.
03:49Our object was centered on the X, Y and Z, so 0 is right there in the center.
03:54So we want to falloff on the Z-axis towards the back and look what happens.
03:59It just kind of falls off from the whole thing and I don't want that.
04:04I only wanted just from the front.
04:06Well that's okay. I will make it fall- off about 5% from that center value,
04:12and then I am going to use Position on the Z. I am positioning the procedural
04:17texture that we are applying as a displacement map and I can just push that over.
04:23Here is the cool thing.
04:25Earlier I showed you how you can animate textures, right?
04:27Well, you can actually animate something crawling under this like a rug.
04:31So I am going to show you that next.
04:34But right now we are just going to move this and so what we end up with is this
04:38nice little scaled mountain range that we can use to render our scene.
04:44So let's take a look at our Viewport Preview Render.
04:47We will press 6 on the camera and now we have got a nice very flat land here
04:53that we are going to apply texture to.
04:54We will open up the Surface Editor and put Smoothing on and we will come into our
05:01Backdrop Options from the Windows dropdown and turn on our gradient just to get
05:06a little sky in there. And we will click Camera and then under Modify I will
05:10choose Rotate and now when I move around you can see that I've got that nice
05:15mountain range back there.
05:17Looks nice and random.
05:18I didn't have to worry about modeling. It is all done with displacement maps.
05:21Let me show one thing you can do with this.
05:25If you had an image map- I am going to press P for Properties-
05:28you can actually have that image move through the object.
05:32So a way to do that, we will take an image and I am going to go down to Image
05:37right here and hit Load and I am going to load the bricks.
05:42So now this brick image is being used to displace and let me turn off my
05:48Falloff here so it does the whole thing.
05:52So there's the bricks actually coming through the surface and the more detail I
05:58have in here, the more detail I'll be able to see.
06:03Meaning let's come here to the object properties and under the Geometry tab.
06:07Because I have a subdivision surface, my SubPatch Display level is 3, but I want
06:12to render it maybe a little higher.
06:14You got to be careful with this because it is very easy to go overboard and have
06:17your system kind of come to a crawl.
06:20But I am going to bring my Display SubPatch Level to 6.
06:23That means this object is going to be subdivided 6 times versus 3 and you will
06:28see here in a minute as it redraws, look at all the detail I have now in here.
06:32And now that I have more detail I can come in and adjust my values for the
06:37amplitude, which is the amount of displacement, and now you can see that those
06:42bricks are very well defined.
06:44So I think of this in larger terms.
06:46You can put a logo in there, you can emboss a coin, and then you can
06:51actually take this and position it and move it through there just like I did
06:55with the landscape.
06:56Now it is going to take a little bit to update because it is a lot of geometry
07:00we are working with.
07:01But taking one step further, if you have a little white image perhaps of a shade
07:06of a mouse, like a little ball with two little ears.
07:09that white image would actually displace this, kind of the way that white in
07:13this image is and you would have a nice little bump in there that you can
07:16translate through the object.
07:18So displacement maps are very powerful, not just for oceans and landscapes, but
07:22also for things like brick-walls and little imperfections in a surface that you
07:26might have through an everyday object.
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9. Particle Animation
Introducing particles
00:00You've probably heard us talk about particles at some point and I always
00:04wondered what they were.
00:05It might be a little scary to you to even use them, but they are really quite useful.
00:09You can make things like sparks and flames and fire and water and all kinds of
00:13cool things like that.
00:14But before you do that, you have to learn how to control them.
00:17So let's take a look under the Items tab.
00:19I am going to come down under Dynamic Object and choose Particle.
00:24Now when this panel comes up, you've got two options.
00:26You are going to have a HyperVoxel Emitter. That's what HV Emitter means.
00:30You also have a Partigon Emitter.
00:32Let's just start with the Partigon.
00:33You can give it a name but Emitter usually works and we will click OK.
00:38When you do that, you get a nice little box right in the center of the screen
00:41and then the FX_Emitter panel comes up.
00:44To begin, just hit the Play button and particles are generated, that easy.
00:50There's not much more to it but what if you want to control them a little bit?
00:55What can you do with these?
00:56Well, if you look under here, under the Generator, you've got a Birth Rate and
01:00you can tell it how often those particles are birthed, how soon they come out.
01:06You can generate that by a Second or by Speed or by Collision, by Wind, but for
01:11the most part, you're often going to do it either by Frame or by Second.
01:14This is the most common.
01:16The Nozzle of how those come out. It could be a Sphere or a Box.
01:21The Size Effect, I am usually going to change that from Mass Change and I will show you why.
01:26The Key Effect, we are not really going to have any at this point, but you would
01:29do it for an envelope value or a parent value.
01:31But the Generator Size is important.
01:34Now a lot people want to size an emitter down in their actual layout and that
01:38doesn't necessarily always make the best alternative.
01:41You generally want to set the size in here.
01:43So I am going to go to 0.2, 0.2, 0.2, and why would I do that?
01:48Well, let's say you have somebody walking around with a pipe and you want this
01:51to be smoke coming out of a pipe.
01:53Well, we can't have this super large emitter like a giant fireplace on top of their pipe.
01:56You need a little small one.
01:58So you change the Generator Size.
02:00Particle Limit is how many particles would be generated in total.
02:04So 100 particles per second and you have 1000 of them that can be generated.
02:08Let's come back here a little bit.
02:10So in the Particle tab, you can set the Particle Weight.
02:14Now this might work a little differently than you think.
02:16You would think that increasing it adds more weight and in fact it's kind of the opposite.
02:21So if I open this up and put more weight, well nothing really happens.
02:27The reason is I need to give the particles some motion.
02:30So we'll come back to that after I put the motion on.
02:33Well, we want them to have a little bit of velocity on the Y. We just want them
02:36to come up and look what happens.
02:38The default 60 frames can start to get annoying.
02:40So let's open this up to about 300 frames, give ourselves ten seconds so we
02:45could see things happen.
02:46So, now that the particles have motion on the Y just by increasing the value of
02:51the velocity on the Y axis up and down, we can go back to the Particle Weight
02:56and the more I increase this weight, the lighter the particles become.
03:01If I bring it back down to the 1, you can see they kind of get heavy and they stall.
03:05Let me zoom in so we can see that.
03:07They are kind of stalled at the top.
03:10So the lower that weight value, the more weight is applied to the end of those
03:14particles, opposite of what you might think.
03:19Now the speed of this might be a little fast for let's say a pipe, like little
03:24smoke streaming out.
03:25Well, two things have to happen.
03:26First, I need a lifetime.
03:28How long those particles are going to be visible as they come out?
03:31The default 60 frames actually can work for us, but the plus or minus, we used
03:36the plus or minus value earlier in Modeler to create different level of
03:40bevels of randomization.
03:42Well, you can do the same here.
03:43Lifetime randomization could be maybe 20 frames.
03:46So, some will last a little longer.
03:47Some will last a little less, and now they start dying off a little bit sooner.
03:52Just give it a little more realism.
03:54If you go to the Etcetera tab, the Etc, you can change the Gravity and if I
04:00just bring this negative gravity down on the Y, well, it really doesn't do much
04:05because I'm already putting the velocity up on the Y.
04:09What if I put it perhaps on the X?
04:11What's going to happen?
04:12I am pushing the particles off to the side, just like that.
04:18So that can work really well.
04:19You have to think in gravity in terms of 3D space.
04:23Don't think of it in real world up and down, but you can have it on the Z,
04:26you can have it on the X, and the gravity is just a force we can push the particles to.
04:31It's pretty neat.
04:31So to make them last a little bit more, we can come back to the Life Time
04:38and put that back up to about 90 and now they're actually streaming out just a little bit more.
04:45The last thing I want to do is I don't want them to actually start right at 0.
04:50If they are right here at 0, and they're starting, I already want them out.
04:54So if I look at my timeline, they start right about the 100, 90 to 100.
04:57So what I am going to do is go to Frame 90 and see if that works well for us.
05:01You can set up a pre-role.
05:03So, if I come down to Fixed in the Generator tab, the Start Frame at 0, I can make -90.
05:11So 90 frames of the particle generation has already happened by the time I get
05:15to Frame 0 and what happens is that those particles, as soon as the animation
05:20starts, are already in place and that works really well.
05:22If we want to slow those down a little bit, we can go to Motion tab and we can
05:27bring the Velocity down a little bit.
05:29So our initial velocity for the Y is 430mms. We can bring the overall velocity
05:36down a little bit and we will rewind and play.
05:41Now they travel just a little bit slower.
05:45So the interactive feedback that you get from these particles is great.
05:49Simply making changes, you can see them right here in layout.
05:52Now the difference between this partigon that I have created versus a
05:56HyperVoxels Emitter is basically this.
05:59If I come down to Virtual Preview Render and we take a look here, you can see
06:03that I have got my particles and my overlay.
06:05I am going to turn my Overly off from this dropdown here and while I really
06:10can't see anything in here, if I go to the Surface Editor for these partigons
06:14and I make them 100% luminance and come back, and I'll put these on 60s here and
06:21I press 6 to get to my camera and press T to move the camera in like this,
06:27right mouse to move it up and I press F9, I can actually see those little particles.
06:32That's great for many things.
06:34Little bugs and sparks, but it's not good for smoke.
06:38So, that's the only difference when you, say add dynamic object of particle.
06:43HyperVoxel Emitter or Partigon Emitter.
06:46Everything else is same except that partigons will render on their own.
06:49They are single point polygons.
06:52The HyperVoxel Emitter is used to create smoke and we are going to load
06:55HyperVoxels to show you that.
06:57Initially to get started with particles, it's really pretty simple.
07:01Load up the Partigon or the HyperVoxel Emitter and play around with it.
07:05Put some motions on it and if you are not seeing a result, move the motion even more.
07:09A lot of people tend to get hung up when they make little changes and they don't see results.
07:13So they think it doesn't work.
07:15If your value is at 1m perhaps and you go to 1.2 and it doesn't change, well
07:20type in a value like 10 and see if you get a really strong change and then bring
07:23it back a little bit.
07:24Really experiment with those tools, so that you can understand how
07:27these particles work.
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Creating a particle animation
00:00Creating particle animations is not as complex as you might think.
00:04The first thing you have to decide if you want a particle to be a Partigon
00:08Emitter or a Hypervoxel Emitter.
00:10Partigons are going to be used for little sparks, fireflies, little things like that.
00:15But if you are going to do something more dynamic with smoke and flames, it's
00:18probably good to create a Hypervoxel Emitter. So let me do that.
00:22In the Items tab from the Add category, I'm going to choose Dynamic Object and
00:27I'll click that and choose Particle, and then we're going to choose Hypervoxel
00:32Emitter, not Partigon.
00:33For the Name, we'll just leave it as Emitter, but you can put in there anything you want.
00:36When you click OK, the Hypervoxel Emitter enters into the layout.
00:40When you hit the Play button, you can see the little particles are
00:42automatically generated.
00:44We're going to extend our scene to about 200 frames, just to give it a little
00:47more life, and then we have to decide what we're going to do with this.
00:52Well, I want to create a nice little stream of smoke for you and this is going
00:56to be just moving up on the Y axis a little bit, little soft streaming smoke.
01:02So let's give ourselves a little bit of room here.
01:04I'm going to click and move this Layout down just by clicking and holding on the
01:08Move tool on the top right, and I'm going to leave this playing.
01:11Now one thing I want to show you, and we're going to clear this out.
01:14What's kind of neat with these particles is that it will record real time.
01:18So I've got my Move tool selected and I'm just going to move this around like this.
01:25Use my right mouse button to move it back too.
01:27Then when I let go of the mouse, LightWave actually recorded those movements,
01:33because I have my Auto Key on.
01:35So let's pretend you have just some kind of dust you want coming off of an object.
01:41You literally can do nothing more than parent this to an object that's already
01:45moving and those particles will react to the 3D world. That's it.
01:50I never set any parameters at all, just added an emitter and moved it around.
01:55So just kind of a neat little thing you can do.
01:59So let's pause that.
01:59Now to get rid of all these keyframes, here is what we're going to do.
02:02I'm going to move back to 0, open up the extended Timeline, and from the
02:08second frame all the way to the end, I'm going to select those just by using
02:12my left mouse over them.
02:13Then I'll right-click and I can see clear selection or better yet Delete Keys,
02:19and let's get that 200 frame done too.
02:22We don't want that one.
02:22I'll hit Delete Key, because that was a motion key that we did not need.
02:27So now we're back at 0 and we'll leave this playing so that you see what's happening.
02:32The Birthrate is set to 100.
02:34The Generator Size is fine.
02:36For Particle, we'll just work out right through the tabs.
02:38Particle Weight, we'll leave on its own.
02:40But I want the Life Time to maybe about 160 frames and maybe a falloff of about 30,
02:46meaning that some will die at 160, some will die a little sooner, just a
02:49randomization of when those particles will end.
02:52You don't want them just automatically stopping.
02:54For the Motion, Velocity is okay.
02:57But let's give it some motion up on the Y and you could just drag it to look,
03:02but let's try and be a little more calculating.
03:04My Grid Square is set to 1 meter.
03:06That means every grid is 1 meter in size.
03:09The larger darker grids are 10 meters.
03:12So 8 or 10 meters might actually be doing it for.
03:15So hit 8 m for meters and you can see this particles shooting out the top.
03:19I'm going to zoom out so you can see them.
03:21But you see that little cluster at the top?
03:24That has to do with the Particle Weight.
03:26Well, we don't really want that.
03:28So I'm going to increase the Weight also to about 10, but now it's going really fast,
03:33more than we want.
03:36Okay, so we're going to come back to the Motion tab.
03:40Bring the Velocity down maybe to 4 now and you can see that it works a
03:45little bit better for us.
03:46I'm going to take this Velocity, the general Velocity, and bring that down to about 30.
03:51Now we've got good timing for that, not too much, and then we can bring this
03:56back up a little bit.
03:57So when you're working with particles, you're often going to jump around a little
04:00bit in between both.
04:02Now I like how it looks.
04:03I like the speed of it.
04:05It's pretty good for a little smoke, but I don't like the starting and stopping.
04:10What if my animation is going longer?
04:12Well, right about here, just like 190, it's already starting to die off.
04:17Well, what I'm going to do is bring my Timeline all the way back to 0 and in
04:21the Generator tab, I'm going to click Fixed, and hit the Start Frame of -180. Or 190.
04:30But that will make it already coming out at Frame 0.
04:34Now what happens is that those particles are just on throughout my animation.
04:39However, there is a problem when I get to 200.
04:41The particles end, I don't have enough. Okay.
04:45Well, back in the Birth Rate at 100 and the Particle Limit, we'll just need
04:48some more particles.
04:50Well, I can change it to maybe 2000, and then you'll see the particles not end
04:56or if I bring it back to 1000, where it was, and I change my Birth Rate down to about 50,
05:07that will give me more time, so not as many particles are coming out as quickly.
05:13That's something I want to do too, because you don't often need a ton of
05:16particles when we put our smoke on there.
05:18In fact, you can bring this down to about 25 if you want, just so you have a good
05:23reference of particles.
05:26So a nice little spattering.
05:27The next thing to do --and I'll leave this playing so you can see it.
05:29Come over to Etc tab.
05:32You can play with the Gravity, and we'll push a little bit on the Z, maybe a
05:36little bit negative on the X, just like that just to give it a little bit of a
05:39turn as it comes out.
05:43Under Rotation, well, we're not doing anything.
05:45If we're doing smoke, that would require Align to Path.
05:50But if we had more of a motion path in there, we can have those particles follow it.
05:53Under Interaction, we're not interacting with anything, but you could put on a
05:57Push, a Bounce, or a Drag if we had other items in the scene.
06:01Now we're not going to do any File type stuff right now.
06:04This is where you can actually save out these particle motions, and same with the EditFX.
06:09Now the EditFX are a little bit different.
06:12Let's just say you have one rogue particle that you don't want.
06:15You can click the Edit tool.
06:17It allows you to click on any one of these particles like this, and it gives you a number.
06:21Each one of those actually has a unique number and then you can simply
06:25delete that particle.
06:26So it's a great way just to edit particles, especially when you're doing more
06:30collisions and interaction.
06:33So the last thing for the Motion, what we're going to do is play with the
06:36Vibration and Explosion.
06:38So if I change Explosion to 2, it spreads that out. Explodes that as it comes out.
06:44Vibration, not quite what you might think.
06:46If I change that to 2, it gives sort of this little random appeal.
06:52So they're not coming out as even.
06:54If I did that, then maybe I'll bring Explosion back down just a little bit.
06:59Now we've got just more of a general random smoke coming out, but there is not
07:04any smoke yet. There will be.
07:06So setting up a particle animation is not that difficult.
07:09Using the interactive display will always help you and a matter of using
07:14Explosion, Vibration, and Velocity can create the very nice effects you need for
07:19just about any type of particle animation.
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Working with Hypervoxels
00:00Once you have created a particle animation, well you are probably thinking
00:03what can do with it.
00:05Well the best thing to do with it is render it out because if I take my camera
00:09right now by pressing 6 and I press the T key and I move back and I come up like
00:15this and I press F9 to do a Frame Render, look what happens.
00:19Nothing. Hypervoxel emitters need to be rendered and you are going to do
00:23that with hypervoxels.
00:25So we will come over here to Windows and we are going to choose Volumetric and
00:30Fog Options and under Volumetric, you can choose HyperVoxels.
00:34That's where it lives.
00:35Now there is a shortcut for it right up here. It goes to the same place.
00:39We will double-click it to open the panel and I will close out the effects so
00:43you can see what's going on, and by default that emitter is not active.
00:47So I am going to double-click it.
00:48Now this is a portion of LightWave that often is confusing for a lot of
00:52people, but it's really not too complex and the best way to learn it is to
00:55really click on Show Particles.
00:58What that does is it shows those particles in layout.
01:01Now it doesn't look like much now, but I will move it this way so you can see it.
01:04What is going to happen is that this Object Type is set to Surface.
01:08And in fact, you can go to your Viewport Preview Render and see exactly what's happening.
01:14So the particles coming out now typically are a simple blob, which on its own is kind of cool.
01:21You can do water and faucets.
01:24I think there was an Oreo commercial one time that used LightWave's particles
01:27like this to create Oreo cream coming down the street.
01:30But for the surface based HyperVoxels, everything is kind of round and blobby and
01:35it works okay, but for smoke what we really want to choose not Volume-- and
01:39Volume can be great for big puffs of smoke like this.
01:43The problem with the Volume though is that they get really intense when it
01:47comes to rendering.
01:48I've set up tornadoes doing this and it has taken not just days but I think over
01:53a good week just to render a small tornado.
01:55Granted that was many years ago, but even these days that will still take a
01:59lot of rendering power.
02:00So instead of using Volume try Sprite.
02:03Sprite is a slice of that volume that you just saw and what is kind of neat
02:08about this is that you can create very easy smoke.
02:11It doesn't have to take a lot of rendering time and you can put little soft
02:14wisps into your scene.
02:16So with that default set, I am going to click Automatic Sizing and just in case
02:21my particles were one size and HyperVoxel is another,
02:24that's often good way to start.
02:26I like to set the variation and that immediately starts getting rid of all that
02:31blobbiness and if you click and drag it stops at 500.
02:34Well, like I've told you with lights and other things you can manually go past it.
02:40Now, you don't want anything quite like that, but what's kind of neat is that
02:45you've got a nice big puff of smoke that you can still see moving when you have
02:50size variation like that.
02:52So what I do is I turn that size variation way up, and then I bring the
02:56particle size down and now I have got just a good variation of smoke in there,
03:00that I can work with.
03:02The Stretch Direction you can set on whatever axis you like.
03:06I usually like to go with the Velocity of the particles themselves and again
03:10Stretch you can of course click and drag up to 500%, but like many things you
03:15can go much, much more.
03:17So there it is at 1000, you can see those particles are stretched and you can
03:22even bring the size down just a little bit more.
03:24If you look at it on the Y-axis, which is the angle that it's going, you can see
03:28it stretches another way. Try it on the Z-axis.
03:31It kind of comes up towards you and creates all kinds of cool looks and even on
03:35the X goes the other way.
03:37Almost like clouds, crossing your scene.
03:39But we are going to keep it on Velocity and I am going to bring this back down,
03:44not to be too exaggerated.
03:45Okay, so that is showing the particles.
03:47Well, you can also give them some color and I will press 4 on my keyboard here
03:51just so we can see the whole thing.
03:52We will go here to the Shading tab and the color is set to White. That's fine.
03:57but let's makes it more of a soft gray and then I want to play with Luminosity value.
04:01If you bring it all the way down, well that's very luminous.
04:04You can play with the Opacity of it, how bright it is, and you can play with the density of it.
04:08Okay and of course you can go more than that 100% to create very cool effects.
04:14Especially when you have got things blowing up.
04:15Yhat's often very good to do.
04:17The Number of Slices, remember how I said this was a slice of a Volumetric.
04:22Well, you can add more slices for a little more detail.
04:25I often don't do more than 1 or 3 so that's okay.
04:29You can choose which lights hit it if you have multiple lights in your scene or
04:33choose None at all depending on how bright your luminosity is.
04:37But let's add a texture to the color and what I am going to do with this is add
04:41a Procedural Texture.
04:43So earlier in the course I told you how important learning the Texture Editor
04:46was because it is used everywhere for displays of maps, color textures, image
04:50maps, and of course here it is in the HyperVoxel panel. Use the texture and set a
04:54color for your particles.
04:56So let's go down and just choose just maybe a soft brown like that, and now you
05:00can see this texture is blended with that white underneath.
05:04Let's bring the size in half.
05:06So I am going to go .5, .5, .5 and scale that down and just so you can see this.
05:11Not that you would make red and white smoke but, you can see how that fractal
05:15noise pattern now is mixed with the white surface underneath.
05:19You can change the frequencies of it, play with the contrast a bit so it is a
05:22little stronger, and now you have got just an entirely different look that you
05:26can work with for any kind of scene and those textures applied to each one of
05:31those particles coming up.
05:33Now one thing that is neat to do is put a gradient on. So let's do that.
05:36The gradient allows me to vary the color.
05:39So I am going to click a couple of keys in here and let's say the base key could
05:42be more of a blue and the middle key, we can create more of a gray and then the top
05:51key we can just fade off like that.
05:54Now you are not seeing much on here.
05:57So what I want to do is change the input parameter to Particle Age.
06:02So as the particles age, as they come out and die at the end, you can actually
06:07see this transition and just to give a little more contrast here, I will put the color in.
06:13You can even bring this one back in and I'll make this red so you can see it.
06:23Let's bring the Alpha back up and so now we have go this burnt area down at the
06:28bottom which goes to gray and then fades off to the blue. And then of course it
06:33still animates with it and it is almost like there is kind of a little fire
06:36burning at the end, simply by adding a gradient.
06:40So this gradient represents this particle string.
06:43If I bring the end up, you can see that I have more blue here and that will help
06:49keep that a little more solid at the top, and click Use Texture for that.
06:53Now you can apply that texture and as I have mentioned you can animate all
06:57these texture values.
06:58Just as you did animating clouds on the sky, animating the texture on the cow,
07:02you can animate the texture for the Color, Luminosity, Opacity.
07:06Anywhere you see these E buttons you can animate that particular value.
07:10So you have Luminosity animating.
07:13It could be fading in and out, whatever you like.
07:16Lastly in HyperVoxels, you should learn about the Hyper Texture and the
07:19Hyper Texture is a way that you can set something like Turbulence to help
07:23shape the particles.
07:25So all the particles are emitting and coming up and spilling all over.
07:28If you notice in here, I've gone ahead and put Hyper Texture on set to
07:33Turbulence and now you get this kind of wispy ends inside here.
07:37Here it is with none and it is just soft on the edges and with the Hyper Texture
07:42on such as Turbulence, you get a turbulent texture inside those particles.
07:46So you can use even something like this for creating brain matter.
07:50It doesn't actually have the move it; you can just render right through it.
07:53Amplitude is how strong it is.
07:55The Effect you can actually set to Billowing and this will animate within the
07:59texture, so it is animated texture within the texture on the particles.
08:04And it gets a little Inception-like deep, but it is very cool stuff.
08:08So HyperVoxels makes it very easy to set up some really cool surfaces on your particles.
08:14Lastly, I want to just show you under the Windows dropdown there is Presets and
08:19when you're in the HyperVoxel window you can choose Clouds, Fire, and Smoke as
08:25well some other strange things in here.
08:29One of them is called Strange, and if you double-click, those settings get
08:33applied to your particles, and then you can create all kinds of things.
08:36And here is a little tip.
08:37use these presets that came with LightWave to help you learn HyperVoxels a little bit more.
08:44You want to see how this glass is made?
08:46Load that up and then take a look and now you actually can see how bubbles are done.
08:50You've created particles yourself.
08:52You have set up HyperVoxels.
08:54Use one of the presets and dissect it a little bit and say "Okay, it is a
08:57little bit blue, diffused.
08:59Very shiny with the speculatory." Just to give you an idea of how those settings
09:03can be manipulated or created on your own.
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Going a step beyond with particle animation
00:00When you think about particles in LightWave you think about smoke and fire and
00:03all these cool things like that, but something like this you might not think is
00:08doable in particles, but it absolutely is and it's a really great effect.
00:12So let me show you how to do that.
00:13What we are going to do is come to the Items tab and we are going to load the
00:16dynamic object and let's say Particle.
00:19Add Particle Emitter comes up.
00:20We are going to want a HyperVoxels Emitter.
00:22It's pretty important, not a Partigon. Partigon only renders single point
00:25polygons, good for little bugs and things.
00:28But HyperVoxels are what's going to create that nice streaking for us.
00:32We'll click OK and an emitter is added to the scene.
00:35Now by default if you just hit Play, those 60 frames just show the particles
00:38kind of just popping on.
00:41Let's change our Last frame to 200 and now it gives us a little more length on our animation.
00:46Now the particles just are emitting amongst themselves.
00:49They need to actually come out towards the camera.
00:52So what I want to do is come over to my Particle tab and we'll see that
00:56the Weight is set to 1.
00:58That's okay for right now.
00:59But my Life Time, let's make that 200, the same length as my scene.
01:03We don't need to worry about the plus or minus, the randomization of the falloff
01:07for it, because it's going to go past the camera.
01:10For the motion we want it on the -Z.
01:13Remember the camera faces down, the +Z by default, and we've not changed that.
01:18So -Z is going to be back behind this, behind the camera.
01:22So I'll hit the Play button so you could see what's happening and I know that
01:25every grid is one meter in size.
01:28You can see down here at the very bottom left of the screen.
01:31So, if that's the particles at zero, one, two, three, four, five, six grids or
01:36six meters is what I need.
01:38So I'll go -6 and meters is default.
01:41Now they do bunch up behind the camera and that's where I can change the weight
01:45in the Particle tab.
01:47But in this case, we are not going to see it so it doesn't matter.
01:50Next thing I want to do is go to the Generator tab and let's size this down a
01:54little bit to about 0.2. Hit the Tab key. 0.2 and 0.2.
02:04Looks too small, doesn't it?
02:05Well, go to the Motion tab and under Explosion make that about two, and then you
02:11get this nice spread.
02:12If you want to see what that looks like, click into the layout and press 6.
02:15That's what you've created, kind of this fun cool vortex.
02:20In this case, I'm not going to restart with a negative keyframe. I actually want
02:24them to start back here almost like we're traveling down there and then we
02:28get fade into it during an edit, and of course put some cool sound effects in.
02:33That's all you got to do for the particles.
02:34Now let's go up to the Windows dropdown and choose HyperVoxels.
02:38That's what's going to render our particles.
02:41So here's the emitter. I'll select it and click Activate.
02:44Now I can turn on Show Particles and I'm guilty of actually forgetting about
02:50this sometimes. I want to show you what I am talking about.
02:52While I can see these particles in layout, I am using a Sprite mode, which is a
02:57slice of the volume, which is this larger thicker type of particle.
03:02A sprite will show up in layout.
03:04I want to stretch it on the velocity and I want to take this stretch way up.
03:09We'll take it to 500%, where its limit is.
03:12But if I take a look in layout I'm not actually seeing it and even if I play
03:16with the Size Variation and some of these other values, often I can't see the
03:21stretch the way I want.
03:22It looks a little odd.
03:24Well, myself included I've actually forgotten that you can't always trust
03:28what you see in Layout.
03:30Make sure you see a render and with LightWave 10's new Viewport Preview Render
03:35from the dropdown, now I get an accurate display of what that looks like.
03:41So now I can see my velocity on there.
03:43Well the problem is that's not really quite looking like the streaks I want.
03:47So I'm going to take the Stretch amount in and type in 3000%.
03:51So lot of people think even though that value stops at 500 you can go a lot
03:55farther with it. And just like that I've got this great looking streak and you
03:59can see that if I move back at zero and I move through my timeline,
04:03those particles are still emitting and I am getting a very nice kind of streaking
04:08effect coming through those. It looks really cool.
04:12So all you have to do now is put some surfaces on, and certainly you are allowed
04:16to come in here and play with the Size Variation with these. You can make it
04:19really small, so you can make tiny little narrow streaks, or you can make them
04:22fatter so that it's little softer in between, totally up to you.
04:26But the idea is to get that Velocity way up there.
04:30Under the Shading tab, let's open up the Texture for Color and instead of an
04:35Image map we are going to choose Gradient and what I want to do is vary the
04:38color based on the Particle Age, the age being from where it starts to where it ends.
04:44I'll click right in this Gradient Bar and add a few keys and just so you know
04:48how these keys work, you can click and drag on them.
04:50You can click the X to cut one, click back in the center to add one, and then
04:55you can right-click with your right mouse on one of these little arrows.
04:59That locks it so you can't accidentally move it around.
05:02So what I'll do is just put some color in there.
05:04I will take a nice blue, and then I will take a nice red, orange, always fun.
05:10I will take some green and we even take a little bit of yellow back in here.
05:15Just a really great look to it.
05:17We can even add one more in here, put a little soft white or purple in there.
05:23And just like that you now have this psychedelic rainbow of colors and it's
05:29something that might even take you a little while to paint in Photoshop.
05:32Not only is this a great look, don't forget that it's animated thanks to the particles.
05:40I can't really see this in real time just because it is a little bit to calculate.
05:44But as it grows it starts out with all those base colors and as our particles age
05:51you'll actually see those colors change.
05:54You can change the input parameter to Z Distance to Particle and we're working
05:58on the Z. So now you've got the green all the way out to the red.
06:02So as that distance from Z moves on, you can actually see those.
06:08Now here is the advantage of using the Viewport Preview.
06:11If I go to Perspective by pressing 4, I can actually still see the render in
06:15there and see what's happening and gives you good idea of how that gradient
06:18works based on the Z Distance to Particle.
06:20You can also look at Y Distance to Particle, which isn't going to do much
06:23because that's more up and down, so you are only going to get the yellow.
06:25But you can also look at Particle Speed.
06:27Now we are going pretty fast, so you are only going to see this very first
06:31portion of the color gradient but Particle Weight, we are not really weighting
06:36it too much, but the weight shows basically the backend of this and the time of
06:41it also very similar.
06:42So that's why I chose Particle Age. It works best for what we're trying to do.
06:46Here is a good example of the yellow and green starting out through the blue to
06:50the orange, down to the little bit of magenta, and of course you can click on
06:55these and adjust them in real time to get some updates.
06:58You can put as many keys in here as you want, changing colors to whatever
07:01you like, adding perhaps a white in the middle, just to give it even more color variation.
07:08Click 6 to go back and what I am going to do is I am going to go ahead and
07:11render out this animation.
07:13It's going to take a little bit of time so we'll cut back to it.
07:16So you can see how this final animation looks nice and clean with all these
07:20particles animating with a nice streak.
07:23So I've waited about seven hours, you could see that this finished late in the
07:26evening and this is the final animation, just from the simple particles streaking
07:32out towards the camera with the gradient map applied.
07:35You could see that even just a little effect like that could be very powerful.
07:39You can use it for space warps, you can use it for transitions, you can even
07:43bring it back into LightWave in the background image and render over it, put
07:47logos over it, put other particles over it.
07:50So while the render might have taken a little bit longer than you might want,
07:53it's still a great effect and you can use this over and over
07:57throughout your scenes.
07:58So particles in LightWave, they can be used for smoke and fire and water, but
08:02they can also be used for special effects.
08:04Without much effort you can set up a very dynamic looking animation.
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Replacing particles with items
00:00Particles are great for smoke and flames and water.
00:04They are also good for special effects like vortexes and things like that.
00:08Particles can also be used to create an animation of multiple items.
00:12Everybody would love to have a little more money in their pocket and if you
00:16can't do it in the real world, at least you can do it in the virtual world.
00:18So what we are going to do is add up a dynamic Particle down here under the Add category.
00:25We definitely want a HyperVoxel Emitter and we'll click OK.
00:27I am going to move this up into my scene, just like that, just kind of above
00:31that 0 axis, and we're going to make it maybe 200 frames like we have done
00:35before, and click the Play button.
00:37And I want these particles to fall.
00:38So I am just going to put some negative Gravity on it, like -9, and that might
00:43be a little too fast, so we'll say -4. We'll cut that in half.
00:47And I'll come back to the Motion tab. Let's bring up Velocit about half that,
00:50and that's pretty good.
00:52And we'll change our Explosion to about 1.5 so it spreads a little bit.
00:57And then we've got this nice kind of tumbling array of particles that come out.
01:01I am going to go to the Windows dropdown and choose HyperVoxels and in
01:05HyperVoxels I am going to double- click the Emitter to activate it.
01:09And while we can have a surface based HyperVoxel, let me put VPR on so you can
01:12see what we're doing.
01:14A surface base will give this nice kind of blobby effect.
01:17We can certainly increase the Particle Size.
01:20Change the Size Variation.
01:22You can have different blending modes so that they blend a little bit better
01:25together. Especially that's good for water and things like that.
01:28Put some Stretch on the Velocity of the direction of those, so that they stretch
01:33as they come out and make goo and things like that.
01:36But if we went to a Sprite mode, we have got Smoke and soft effects like this.
01:42But there is something else you can do with a Sprite.
01:43If you go to the Shading tab, there is another tab that shows up called Clips
01:47and in here you can actually add a clip or an image.
01:52However, if I choose this, it will say no clip is currently available.
01:55So what that means is you have to come over to the Image Editor.
01:58So over here on the top left, it always lives right there, hit Image Editor.
02:02And we are going to load up from Chapter 9 folder, under the Images for the projects
02:07for this course, the Coin. And it's just a simple Canadian coin for our
02:13northern friends, and what we're going to do with this is apply it to each one
02:17of those particles.
02:18So once that clip is loaded into LightWave through the Image Editor I can
02:21choose Add Clip and choose the coin.
02:24The Alpha channel, we are going to set to Luminosity, because the background is
02:27white so that white is going to disappear.
02:29And when I click into the layout, I can see all those coins now replace those particles.
02:34It kind of looks like something, but a little bit big.
02:37So all we've got to do is come back to our Basic tab, up to Geometry, and let's
02:41do Automatic Sizing, and then let's just shrink those down just a bit, and I
02:47certainly don't want any Stretch on these so we'll turn that off.
02:50And look what happens.
02:51We put a Size Variation on from before and actually that still keeps when it
02:56comes to putting little images on here, and of course now that these are on here,
03:00as we run through the animation, those falling particles are now
03:05actually falling coins.
03:07You can show the particles in layout if you're going back to a shaded solid and
03:10you will see them in here like this, just in the regular default view.
03:14But one thing that's kind of neat to do is that if you come back to the Shading,
03:18and then you choose Clips, you can see there's AntiAliasing.
03:22You can choose an Offset for Particle Age or just a Random Offset.
03:25Put a little bit of a Rotation on there if you like, just so it angles them.
03:30You can see them all angled in there.
03:32And lastly, back in the Basic tab you can say Orient Slices To Ray, and what
03:37that would allow you to do is, as you rotate, notice that those particles,
03:41those coins, are actually always kind of pointing to you.
03:43So it's a great way to make just sort of a nice revolving animation and you can
03:50see how the particles always stay pointed to wherever I'm looking.
03:52So let's take the Camera View, I'll press 6 on my keyboard, and close out the
03:57panels, select the Camera, and we're going to move to Frame 0.
04:02Press T, which is Move from the Translate tab.
04:05I am going to push in, press the Y command for Rotate, and we're going to rotate up,
04:08and we're going to just enjoy this for a moment that money is being showered
04:12on us, even if it's only pennies.
04:14And as we come like this, now here is all this money kind of being thrown out
04:19and spewing down in front of us.
04:21Turn on VPR, you can actually see a quick preview render and there is all the
04:26animated coins falling down on top of us.
04:30So particles can be used for smoke, they can be used for flames and water and
04:34special effects, but they can also be used for animating a huge array of more
04:39complex things such as falling coins.
04:41You can put clip maps of money on there, clip maps of bottles, boxes of tissue,
04:47television producers, whatever you like, you can put them on the particles and
04:50have them fall all over you in LightWave 3D.
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10. Dynamics
Understanding dynamics in LightWave
00:00LightWave is terrific for creating 3D models, animations, text animation.
00:05You can see that we did particles, but you can also create dynamics.
00:10So I've got a scene created here and I'll show you how to create all this in just a moment.
00:15But what's happening here is that we've got a brick wall. We're got a flat
00:18ground, and we've got just a crumpled green ball.
00:21And that has been set up to animate and crash through that wall and then come
00:26back and crash through it again.
00:28So I am using the Viewport Preview Render and you could see a real-time render of this.
00:32And it's looking pretty nice.
00:34Let me go to Wireframe so you can actually see the full motion, such as up at
00:38the very top of the screen there you can turn on Wireframe view.
00:41I'll rewind here and I am just going to select the camera, so that this will
00:46be a little more descriptive. The black and the white lines will be a little more visible.
00:52Let's move that camera out of the way.
00:53Then I am going to hit the Play button and you can see that there is the
00:57real-time motion of all the bricks falling, calculating their bounces, and the
01:01collision of the ball.
01:04So dynamics are great for hard surface things like this.
01:07But you can also create soft things like a pillow or a flag and that's going to
01:12be coming up in just a minute.
01:14Dynamics in LightWave are used for any kind of thing you can think of, from
01:18buildings collapsing, to objects interacting on a table, to even simple product
01:23shots that have to fall and tumble on each other.
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Setting up a dynamic scene
00:00Setting up dynamics is not too hard once you know the proper steps.
00:04So let's step into LightWave modeler and I'll show you how to do that.
00:08First thing I am going to do is build a box like this and the reason is it's got
00:12two things that are going to happen and this really relates to what happens in
00:16Layout versus animating and dynamic setup for one part or for multiple parts.
00:21So let me clear this out and I'll show you what we are doing here.
00:24I'll hit close all objects from the File menu, press the A key to reset our views,
00:28and now in the Create tab I am going to draw out just a nice big box like
00:31this with multiple segments.
00:33You can press the N key to get to segments if you like, and you can see I've got
00:376 on the X, 4 on the Y and 5 on the Z.
00:41So that's fine. It doesn't have to be exact of any sort.
00:45We'll press F2 to center it, and then I am going to select B for the Bevel tool
00:48and we are just going to bevel this so we get little Hershey bar thing like that.
00:54So we've got a box like this. Now what can we do with this.
00:57Very simply this dynamic setup can work with even a simple object like this.
01:03So I'm just going to save this. We are going to put this in our Exercise Files
01:08under Chapter 10 and I'll save it as BasicDynamic, hit Save, and then I am
01:13going to send it to Layout in the top right by hitting Send Object to Layout.
01:20A very simple dynamic setup sometimes only requires one object. I am going to
01:24press the P key for Object Properties and here we have a basic dynamic
01:29object, which is that one.
01:31Add Dynamic, we want this to be a hard surface dynamic.
01:35Well we need something to collide with it and from the Items tab in Layout
01:39we can create a dynamic collision and I can just add that right there.
01:45Collision Name, well we can just call it Collision and the little Effects panel
01:49comes up and the Radius is set to one.
01:52Our Grid is set to 2 m, if you look at the very bottom left. That means every
01:56grid is 2 m in size. Let's make this about two meters and then you can actually
02:00see the collision right inside there.
02:02If we have another object you can set that object as a collision as well, but
02:07you don't always have to.
02:09So here is this nice little dynamic collision at frame zero and then I am going
02:14to go up just a frame 10 or 15 or so and I am going to keyframe this over and
02:20I am going to hit the right mouse and move it down so it slams into that.
02:24I'll rewind and I'll hit the Calculate button and it pushes it.
02:29It's a hard dynamic.
02:31But it pushes it as one object.
02:33So properly setting this up means the Piece mode is set to Parts, but it's only
02:381 piece and I could set it like that.
02:40It calculates and bounces it.
02:41But what if I want all of these bricks to follow just tumble all over the place?
02:46Well there is something you need to do in Modeler to do that.
02:50So while you can separate items into multiple layers and animate you can also
02:54do it within the same layer and that hard dynamic can be setup to Parts versus 1Piece.
02:59Cutting this apart into separate objects probably wouldn't work. We would
03:02need to build brick separately and we are going to do that coming up in another video.
03:06But if you got a quick one like this and you want to just really smash, there's
03:10a quick little trick you can do.
03:11Under the Construct tab what you can do is right mouse around to select all of these,
03:17just so you have all of these happening here.
03:20And actually let's go to Detail and over here under Points you could hit Unweld.
03:26And it looks like nothing happens but let me hit Command or Ctrl+S to Save.
03:31I am going to jump back to Layout and I am going to hit Calculate again.
03:37It still pushes it at one. Well let's take a look at and instead of 1Piece
03:41let's change it to Parts.
03:43Hit Calculate and now that smashes into a bunch of pieces.
03:49The reason is Unweld took all those points and turned all those polygons into
03:54individual pieces and the dynamic engine saw that.
03:57So I was very easily able to go in and set that up.
04:03That's all you really have to worry about the dynamic setup.
04:06If your objects can be animated independently they should be on separate layers
04:09or be independent objects within the same layer.
04:13If it's one object like this that you want to smash, make sure that the Points
04:17are unwelded so those polygons can animate on their own.
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Animating cloth
00:00Dynamics in LightWave are always fun to set up, especially when you've got
00:03things knocking down like brick walls and buildings.
00:06But sometimes it's nice to do softer things like cloth.
00:09You can do that pretty easily with the LightWave Dynamics.
00:12But it starts in modeler with the proper object.
00:15Let me show you how to set that up.
00:16Under the Create tab you can start up with the Box, and I am going to draw it
00:20flat in the top view like that.
00:22With my mouse in this view I am going to use my up-arrow a few times and my
00:25right-arrow a few times just so I have a good amount of segments.
00:28If you want to know how many segments, press the N key on your Numeric panel.
00:32I've created 11 segments on the X and 6 on the Z. The object can be flat.
00:37We don't need that to be thick at all.
00:38So there are no segments on the Y.
00:40I'll click the Box tool to turn it off and I'll press F2 on my keyboard to center it out.
00:46Hold the Alt key on your PC or Option on your Mac and rotate around, and you can see that.
00:50Now, one of the most important things to know when you're animating cloth is
00:54that you want to have Subdivision surfaces on.
00:56So press the Tab key and you can see that if I press let's say Ctrl+T, which
01:02is my drag, I can actually click and drag on a point in this object. Look at
01:07the corner right here.
01:08You can see how it's nice and soft and it can be pushed around.
01:11That's really important especially when it comes to dynamics.
01:14Otherwise, if you have let's say just a straight object like that and it's just
01:20going to bend like this, just going to crack.
01:21So you definitely want to have your Subdivision surfaces on by pressing the Tab key.
01:26I'll press Q and name this cloth.
01:29Then we want something for this to interact with.
01:31So very simply I am going to go to layer 2, click beneath that slash to see
01:35layer 1, and under the Create tab I'll select the Ball, and I'll just draw a
01:40little ball like this and you can make it maybe a little bit bigger.
01:43I'll press F2 to center it and just to give it a surface I'll press Q and call
01:48it Ball and click OK.
01:50I am going to save this out as ClothFX like that in our Chapter 10 Exercise
01:56folders, and then I am going to say Send Object to Layout from the top-right of the screen.
02:03So setting up dynamics in LightWave is very easy to do as long as you've got the
02:07proper objects set up in 2 or 3 or 4 separate layers in LightWave Modeler.
02:11Remember layers are going to help you animate objects independently.
02:15So when I have a cloth effect scene like this very simple with a ball and a
02:19cloth, each of those live in their own layer.
02:21When we have hard effects scene such as dominos, each one of those things that
02:26have to fall down have to be in their own layer.
02:28Dynamics are relatively easy to set up once you know the process and once the
02:32objects are in place.
02:33From here you can set up your collisions and all of that's going to happen
02:36inside LightWave Layout.
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Building collisions
00:00Setting up dynamics is relatively easy in LightWave, but part of it, especially
00:05when one is working with cloth, you definitely want some collisions in there,
00:08and I want to show you how you can actually make this cloth just fall right over the ball.
00:12Now this whole concept can be used for flags, tablecloths, clothing on a
00:16model, anything you want.
00:18So I am going to take the cloth, which is just a flat box that is subdivided and
00:24Subdivision surfaces is turned on.
00:25Get a right mouse to move it up and I've got the Move tool selected from the Modify tab.
00:31That's at frame 0 and then let's just drop it down maybe at frame 20, just a
00:36little bit like that.
00:37The rest of it we are going to allow the dynamics to do, so we are just going
00:39to let it float a little bit and then the dynamics are going to kick in.
00:42So I am going to press the P key and that will open the Object Properties for that object.
00:47I'll just kind of move over here so you can see it.
00:49I am going to add a dynamics for that cloth of what? Cloth. Makes sense.
00:55I'll select it to get the Properties for it and what we can do is set along
01:00these variances but for right now, it's better just to get it going and then
01:04tweak rather than trying to work your way through all these settings. So go to the Etc,
01:08the etcetera tab, and just some presets you can use.
01:11This is the way I like to work.
01:12I'd like to come in here and just say I want thin cotton.
01:16When I select that and I go back to Basic and Collision a lot of these values
01:20are already put in place for me,
01:22thanks to the preset.
01:24So all I've to do now is say Calculate but what happens is that the ball disappears
01:30and the object doesn't fall.
01:31So let's go back to Cloth and take a look under Etc,
01:35the Etcetera tab, and we need to put some gravity on it. -9.8 meters per second
01:40squared, we have a little gravity.
01:41Then the ball, let's select that, we need that to be a collision object.
01:45So we'll select it and then again from the Object Properties choose Collision.
01:51And that simply alone.
01:52Let's just see what happens. Hit Calculate.
01:54It doesn't quite work, does it?
01:58We need to determine what is colliding.
02:01So what we're going to do is select the Cloth again, open up the ClothFX,
02:05and let's take a look at the Collision.
02:07Collision Detect > Cloth.
02:09So we need to make sure that the surface of this object is being used as the collision.
02:14Now I calculate and now you can see that it interacts with the ball.
02:20But as it does, it gets really kind of stretched out and that's pretty normal,
02:24because we're using that default thin setting.
02:27Well, let's take a look at it and play it in real-time.
02:31So you can see it works pretty well, and the other thing I want to do real
02:36quickly is open the Surface Editor and for the Ball let's put Smoothing on, and
02:40for the Cloth let's put Smoothing on as well as Double Sided.
02:44So that way if you flip it around, we've got a surface on the other side and
02:48just for grins and giggles, let's put some shine on this thing so it has a little life to it.
02:53Back in the ClothFX, all we have to do is change a few things.
02:57We'll come down to collision and the Bound and Friction, well those are okay.
03:03That's what's helping it stick to the ball and it looks like it's doing it pretty well.
03:06So we don't need to change that too much.
03:08If you've got a more complex object, things are spiky and maybe a fist going
03:13through, you might need to adjust this just a little bit because certain
03:16parts might poke through.
03:18Under the Advanced tab, this is what we really need to change. Compress
03:21Stress, we don't want to put too much on there and we don't want too much Stretch Limit.
03:26So we are going to bring that down to about 5% and we'll bring this down to
03:29about 5% and now let's hit Calculate.
03:32I've always told people with LightWave, don't often go in and change a bunch of
03:36settings and then see what happens.
03:38Do one setting, make a little preview, see how that works, make another change,
03:42see how that works, and so on.
03:43So you could see now that it doesn't stretch as much, but it kind of crosses into itself.
03:49The folds look really nice.
03:51But what I want to do, let's just take a look at the playback.
03:55That's looking pretty good but what I want to do is change how it interacts with itself.
03:59So again with the ClothFX selected, we can come into Collision and then
04:03under Self Collision select that Cloth Surface. And Double Sided, Cloth Surface.
04:10You could see it turns red.
04:12So all those nodes now are active and they are going to interact with each other.
04:14So hit Calculate again.
04:16It will hold for a little bit and then Gravity kicks in and it will drop.
04:21Sometimes these will start to take a little more to calculate and this is often
04:24why we do these dynamics with very simple objects. Because it's a lot easier to
04:28show them and describe them, because this calculation is really what takes the
04:33most part of your processing time.
04:35You could see as it comes down, it wraps around the ball pretty nicely.
04:39Now I want you to think about maybe a tablecloth or bedspread.
04:43You can just drop a cloth right on there and have it look very natural.
04:47So right away this comes around, and you can bring that Stretch Limit down, just
04:51so it's not stretching as much.
04:53But the folds are pretty nice. If you up your subdivision level, that will
04:57also help the detail.
04:59We have a default subdivision about three or four right here.
05:02At this point as it starts to cross into each other, the interaction is doing
05:06about the best it can and you could see it kind of folding, and pretty much this
05:10point there's not a whole lot more you can do other than bring down some of the
05:13Gravity so it's not pulling as much.
05:16So it's not falling as fast and then you won't get as much flip at the bottom.
05:21You can also make it thicker as well.
05:25So that it's a little bit heavier cloth.
05:27The Cloth dynamics in here can only take you so far.
05:31So a lot of times it's not going to always work to fix themselves, to fold onto each other.
05:37You are going to have to want to work with that just a little bit and manipulate.
05:41Now you are not always going to drop a cloth right on the ball and expect it to
05:45be perfectly suited for what we are doing.
05:48But again, this is just an example.
05:50Now if you are putting cloth on a table, it will work perfectly because you are
05:54not having all of this object folding onto itself.
05:58But to set it up, it's very simple to do. Very simply you just need to put a
06:02collision, put a soft effect on the actual cloth itself.
06:07Make sure it's a subdivision surface.
06:09Make sure that the cloth surface is set up as the calculation, hit Calculate, and
06:14you've got your animated cloth.
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Creating a hard dynamic scene
00:00So here I have got a brick wall scene that we are going to set up with a lot
00:04more complicated dynamics.
00:05Setting up a simple cloth can work pretty well for you as well as setting up
00:09dynamics for hard objects like a ball pushing a big brick or something.
00:14But when you have got a wall like this with multiple parts, it has to be set up a certain way.
00:19So I am going to select the wall and then hit the Modeler button in the top
00:21right and that jumps me into LightWave Modeler and the way this wall is built,
00:26it is one object that has been cloned many times in the same layer.
00:31This is different than one big box with multiple segments and the reason this is
00:35important is because I can select on any one of these polygons, hit the right
00:38bracket key to select everything connected, and notice that only that one brick
00:42get selected and I can just move it out.
00:45That's important for the dynamic engine to see that and the way this was built--
00:49If I go to a blank layer here, go to Create, select the Box and I just made a
00:54little brick like that.
00:56Press F2 to center and then under Multiply, I went to the Array tool and
01:02added maybe 10 on the X, 20 on the Y, and click OK and you can see it I have
01:07an array of those boxes.
01:09I can press B for the Bevel tool and just bevel those a little bit, and that's
01:13how those bricks were made.
01:15But again, they're all independent.
01:17That's very important to know.
01:18Ctrl+X to cut those.
01:20We don't need those anymore and then we'll get back into Layout by hitting
01:25Switch to Layout or press F12.
01:27It looks like I still have an object in there, layer4.
01:30Let's jump back to Modeler.
01:32This is what happens with the Hub, because the Hub connects the two programs and
01:38you need to make sure that when you have an object like this that if you don't
01:41want use it in Layout to get rid of it.
01:42And then we'll resave our scene, Ctrl+S, and jump back to layout.
01:47That's typically why I often like to work in Modeler, get all my modeling done,
01:50and then quit Modeler just so those two programs don't send pieces back and
01:54forth that you might not need.
01:56So let's set this up.
01:56So I have got the ground object.
01:59The bricks and the ball.
02:00I am going to press the P key and for the bricks we need those to be a hard effect.
02:05We will click that.
02:07Piece Mode needs to set to Parts.
02:09Each one of those is a separate part.
02:11If it had one big wall we are moving, it would be one piece.
02:14So Parts is what we need.
02:15I am going to put a little Gravity on, make it 9.8 which is real-world
02:19gravity, but you don't need to do that. You can set it to -2 or 1.
02:23Minus meaning though it is going to go down.
02:25You could set Resistance and Resistance will help those bricks have a little
02:29more resistance on when that ball hits for the collision.
02:32Maybe I will just punch in one and see what happens.
02:35Rotation. The Impact Effect from the collision. Instead of Force we can set this to Roll.
02:42We can put a Wind Effect on we want. Maybe Roll or Spin.
02:45And then you can choose how much of that impact, Minimum or Maximum with the Torque values.
02:50I am going to leave those at 100 right now, but those are ones you can adjust
02:53and recalculate and see how it looks.
02:55Under Collision, some of the most important stuff.
02:58Collision by Box, these are little boxes so that's all we need.
03:02The Self Interaction.
03:03I also want those independent boxes to see other so we are going to choose Box
03:07for that as well as Interaction for the Box here.
03:11We don't want it to bounce around too much.
03:13So I am going to bring it down to about 20%.
03:15The Force, we will start random.
03:18That's fine and then the Rotation,
03:20I don't necessarily need that right at this point. That's something you can try,
03:23but all those basics are pretty much set up.
03:26The next thing I want to do is tell the ground object to be a collision, so
03:30that the bricks have something to fall onto. Otherwise they will just fall into space.
03:34So we are going to set that as a collision and then the ball is going to be a
03:39collision as well and we will select that.
03:42Now one thing with this it defaults to an object type Collision.
03:46We want to set it to Sphere and then if I look at the radius it's set to 0.
03:50If I jump this up to 2, what happens is I get this sort of bounding box, this
03:56region, almost like a force field around the ball.
04:00That is actually the collision.
04:02So the collision would start more here at the end of this, not necessarily at the ball.
04:06So I am just going to bring this down to about 1.17 because I know that's the
04:10size and that encompasses the ball.
04:12You are going to set this more towards object where it defaulted to when you
04:16have something like perhaps a cup or a lamp or something that needs very
04:20specific calculations.
04:22When it's something simple like a ball or a sphere, you can use these presets
04:26and that's going to help the calculation just a little bit.
04:29So with those set let's hit Calculate and see what happens and look at that. The bricks fall.
04:34It looks great, but we want the ball itself to actually knock them down.
04:39So what I am going to do is hit Abort in my calculations here, pull this up and
04:44we will take the ball object, go to Modify and then Move, make sure our controls
04:49are on for position.
04:50We are here at 0. Right- mouse to move it up a little.
04:53Let's go to frame 15 and let me just move this out of the way so you can see it.
04:58Click the blue handle and I will drag it back, right-mouse to move it up, frame 20,
05:04I will come down and maybe about frame 35 we will drag it back.
05:11Remember these dynamics have to be calculated so you are not going to see the
05:14interaction right away.
05:15I will hit Calculate and then that just slams through there and now
05:20everything is interacting.
05:21The ball, the bricks are interacting with each other, with the ground object and
05:26from there you can go in and change some of the settings like the spin on these.
05:30You can put Resistance.
05:31You can play with the Gravity settings.
05:33So there is a lot of different forces a work here.
05:36But on a simple level, setting up a more complex dynamic scene like this really
05:40can work well for you.
05:41Now I have done this for obviously some buildings.
05:44I have actually done it on logos.
05:46It's kind of a neat way to introduce the client's logo, is just have it smash
05:49through a brick wall, have it smash through other parts of perhaps competition's
05:55logos, things like that.
05:58Think beyond the basics here of just balls and brick walls and where you can
06:01employ these techniques.
06:03Now the final scene is already on the exercise files.
06:06It is called BrickWallFinal.
06:08This is the BrickWallBegin. You can actually load this up and set up this the
06:12same way, but I encourage you to build your own file because it will definitely
06:16help you learn the settings and like I have said with many of the LightWave
06:20settings, don't go ahead and start clicking and changing everything at once.
06:23Do one setting, maybe a couple of the key settings, hit Calculate, preview it
06:28and see how it looks, and then move on from there and change something else,
06:32preview it, and so on.
06:34So I'm going to go ahead and stop this at 54% here. I will hit Abort.
06:39What has been calculated will still remain, but the rest of the bricks
06:43actually falling to the ground haven't been calculated yet, but let's rewind and see it looks.
06:47We will close the Object Properties, hit the Play button, and now you can see we
06:52have got some great looking dynamics that work.
06:56Bricks are smashing all over the place.
06:57Now you might want to change the weight and I am going to change the bounce
07:01values just so they have a little more substance to them.
07:04But hard dynamics, soft dynamics,
07:07they are all possible within the LightWave.
07:09It is a matter of you getting in there, setting up the scene for your own unique
07:12needs and really creating something dynamic.
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11. Bones and Inverse Kinematics
Understanding bones
00:00You might've heard the term bones before when you talk about LightWave. What are they?
00:04Well, bones are deformation tools.
00:06And what's the deformation?
00:07Well, it's something that will deform an object.
00:10There's a few principles you need to understand before you start using bones.
00:13Number one, they have to live within an object, meaning you need an object
00:18for them to be present. So let's do that.
00:20I am literally just going to create just a very simple little disc here and we will
00:24put it right on the Y-axis, just like that.
00:26Now this is probably one of the most important things to understand.
00:30This object can't be bent and the reason is there is no segments in here.
00:33So let me just turn this off and I'll show what I mean.
00:35If I go into the Modify tab and I choose Bend and I come into the top view and
00:41I just grab it, look what happens.
00:43Just does that. I can't really bend it, because there's no segment in between.
00:48Okay, so if we take an object and build this again and with my mouse in
00:55this view, I just press my up arrow and then my right arrow to add a little
00:58more detail to this.
01:00Now it's made up of a nice mesh.
01:02We go to Modify, we choose Bend, look what happens.
01:06It can bend nicely.
01:07That's why the model needs to be made up of multiple segments.
01:11Of course subdivision surfaces will help that as well.
01:14However, what if you wanted to bend this in Layout, perhaps animate it?
01:17Well, that's where the bones come in. So let's do this.
01:19I am going to undo my bend, press F2 to center, and then press T and I'll move
01:24this up and set up right on the ground here.
01:27When I jump into the Layout, I'll say Switch to Layout.
01:31Bones, if we go under Setup, are all done right here.
01:35Let me just show you one what it looks like.
01:37And we're going to attach one just to a null object.
01:40So from the Items tab I am going to Add > Null, all right?
01:42And remember a null object doesn't render.
01:46It's just a reference point working as for a number of different things such as
01:48targeting or parenting.
01:50But also with that I can add a bone.
01:52So Setup, Add > Bone.
01:54And you can give it a name but that's what it looks like.
01:57And the bones have been greatly enhanced up through version 10, allowing them
02:02to be a lot more visible in Layout and have a lot more control over their size and position.
02:05But a bone by default is 1 meter in length.
02:08You can see it fitting that one square right there in our grid.
02:11And it shoots down the Z-axis.
02:14There's our Z, way back there.
02:15Okay, the fat end is where the influence is more and the small end is less.
02:22If I press the Y command, it's always going to rotate from that fat end.
02:25And what we would do is put these in an object to bend it around.
02:31Well, that's really all there is to it, except for things like higher key.
02:35So if you're doing perhaps the shoulder of a character, you would have a bone
02:39in the shoulder, a bone down for the upper arm, a bone down for the forearm,
02:43for the hand, and one reason these are called bones is because they can mimic
02:48bones in a human body.
02:49Now we don't always use them for that.
02:51I've often used them for animating curtains, making a bottle come to life, or
02:56taking a lamp and giving it some personality.
02:59So bones are pretty easy to set up.
03:01But there's another section called skelegons.
03:04Very similar but these are bones that you can setup in LightWave Modeler.
03:07Bones or skelegons are all deformation tools and can be used to bring any kind
03:12of object you want to life.
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Understanding skelegons and when to use both skelegons and bones
00:00Bones in LightWave Layout can deform an object.
00:02You set them up directly in layouts to manipulate something so it has a little
00:06more life to it, but you can also set up bones in Modeler and when you do that,
00:10they're called skelegons.
00:12So let me just show you,. If I take just a simple disc object right here like this
00:16and I jump to another layer and I hit the background layer for that first object,
00:23I can go under Setup and here's this section called Skelegons.
00:28I can say Create Skelegons and what that allows me to do is literally click and
00:31draw out a bone right in LightWave Modeler.
00:35So I can very easily just create two bones just like that, just by clicking
00:40and drawing them out.
00:41Well, why would I do that in Modeler?
00:42Well, there's a number of different reasons.
00:44Skelegons in Modeler can be animated in Layout.
00:48They can also be edited in Modeler.
00:50It saves you the effort of setting up multiple bones in Layout and changing
00:54your configuration.
00:55You could simply jump back in LightWave Modeler and have these bones always part
00:59of the object that you can treat kind of like polygons.
01:03So like this. I can go to Modify, I can choose Drag, and I can click right on one
01:08of these bones and move them around like that, because those points act like
01:13typical vertices, and I can very easily shape my bones directly in the LightWave
01:18Modeler and keep them as part of my object.
01:21When I save this, and I'll just put it right on my Desktop as a dummy because
01:25we're not going to keep this.
01:27We have a better project for you.
01:29When I send object to Layout, there is two things I need to know about skelegons.
01:33Number one, they will live on this other layer, so I have my object in one layer
01:38and my skelegons in another layer.
01:40But in order to get them to show up and be useful, I need to come over here to
01:45my Setup tab and I need to convert those into bones.
01:49It's kind of an important thing.
01:51And in order to do that, we'll come down here to Add and we will say Convert
01:55Skelegons into Bones.
01:57Down at the bottom it tells me two bones were created and to see them I can
02:00come up here to this little tiny dropdown at the top of the layout and say Bone X-Ray Mode,
02:05and now I can see those within my object.
02:07Well, what does that do for me?
02:09Well, if I select one of these and I choose Rotate, well, I can rotate it around
02:13but it doesn't deform my object.
02:15That is because bones need to live within an object and while these are part
02:19of the same object, but they are not derforming it and that's because they are in another layer.
02:23All I need to do is take the object itself, press M for Motion Options, and
02:30I can see here that there is no parent item, and if I look at the bones, you can
02:34see that Bone 01 and Bone 02, well, they are parented to dummy:layer2 and that
02:39was all set up in LightWave Modeler.
02:40So really the best way to do this is to take one of these bones and tell that to
02:46be used for that object.
02:47So this object right here, if I go to Bones for it, notice that it says None.
02:53If I press M for Motion Options and hit Properties, I can tell this object
02:59Use Bones From layer2, and layer2 is where my skelegons live.
03:03And notice as soon as I do that, the object actually becomes active and I can
03:07take that bone and move the object around.
03:10Now, it sounds like a little bit of work and sometimes it is to use Skelegons.
03:13Because you do have to create them in Modeler, bring them to Layout, convert them,
03:18tell the object to use the bones from that particular layer.
03:21The advantage, however, is that I can go into Modeler at any point and those bones
03:24will always be part of that structure.
03:26So let's say I was working as part of the team and I needed to create a full
03:30model with the bone structure. I can send that to my colleague, who can then go
03:34ahead and edit it and continue on.
03:36I don't have to send him the whole scene file with the bone setup. I could
03:40send him just the model.
03:41I can very easily slice those bones in Modeler.
03:44I can split them, and if you go to the Setup tab, there is a number of different
03:47tools that allow you to Rotate, Slice, Add, and Continue to build upon them.
03:53A little bit more difficult to do that in Layout.
03:56The choice is really yours, whether you want to use skeletons in Modeler or
03:59bones directly in Layout and a lot of it is going to depend on the type of
04:02project you are doing.
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Placing bones in an object
00:00Setting up bones in an object is not as difficult as you might think.
00:03I often like to approach them kind of like a human structure.
00:07So we're going to start out with this object
00:08that was built earlier in the course, a nice little bottle in Modeler.
00:11It has subdivision surfaces on.
00:13So it's nice and smooth and has a very nice mesh to it.
00:15Now we can take a look at the Wireframe and you'll see that it's made up
00:18of multiple segments.
00:19So it's going to bend for us very nicely.
00:21So setting up bones in here is really pretty easy.
00:24What I'm going to do is come down to my Front View.
00:26I'm going to press 1 on my keyboard and I'm going to come to the Setup tab and
00:31I'm just going to say Add > Bone, one bone.
00:32We can name it whatever we want, but Bone is fine.
00:35You'll notice it comes in right at the zero axis. Take a look.
00:39Press 4 on your numeric keypad to look at the Perspective view and you can see
00:44that bone is right down the Z-axis.
00:47Well, I wanted to face up in the bottle because again, we're setting this up,
00:50think of a human form.
00:52So I'm going to press Y for Rotate and I'm going to rotate it up.
00:56But I want it very precise.
00:57So down here in my numerics,
00:59I'm going to enter in -90. Rotate that up.
01:02Then I'll press T, which is Move under the Modify tab.
01:06I'm going to move this down to the base, and that's where we'll come back to our
01:09Front View by pressing 1 on the keyboard.
01:11Right-mouse to move it down and right at the base, and Period key will zoom
01:15us in a little bit.
01:17Now you have to consider what size this bone is.
01:19But this is a really important thing. So listen hard.
01:22You can't just size the bone.
01:24If you size it with the Transform tool, what will happen is once those bones are active,
01:28it will size your object, and that's not what you want.
01:30Notice that the bone is dotted.
01:32There are dashed lines.
01:34That means it's inactive.
01:35Hit the P key with the bone selected and you get the Bones panel.
01:39What you can do with this is increase the Rest Length.
01:43That's what we want.
01:43So we're going to click and drag that up about that far.
01:47We want about a third of the bottle.
01:49So you always want to increase the Rest Length.
01:51You do not want to change the Size.
01:53Big difference there.
01:55Then I don't want just to add another bone.
01:58I want to add a child bone, and the reason is let's say I take this bone and I rotate it.
02:03Well, I want to bones following it to also rotate.
02:07So I want a child bone.
02:08A child bone will actually create the exact same bone right on top of it.
02:13So I'll hit that Child Bone.
02:15Same size as it right on top.
02:17If I added just another bone, what's going to happen?
02:20Well, it would dump it right in layout, right down the middle again,
02:24not sized, not positioned.
02:26Okay, so to get rid of that, if you accidentally do that, press the Minus key,
02:31and that will remove that selected item, and that works the same for objects
02:34and lights as well.
02:35So back to the Front View, press 1.
02:38The top bone is selected.
02:39We're going to add another child bone, and you can name these if you want.
02:44Base bone, middle bone, top bone.
02:46Now I want this to be a little shorter.
02:48So I'm going to press the P key and I'm going to bring my Rest Length down.
02:51I'm going to have it go right to the neck kind of like that.
02:54Then we'll add another child bone, and then this one I want to also make
03:00shorter and we're going to have this on control just the neck of this bottle.
03:04Then we'll add one more child bone and that'll be the head bone and this one of
03:09course will be filling the top like that. That's it.
03:14Your bones are set up.
03:15Of course, you could put arms on here if you wanted.
03:18You can extend them out and the way you would do that is select this middle
03:22bone and you would add a child bone and rotate it off to the side, but we don't
03:26really have arms sticking out of here, so it's not necessarily important.
03:30But that's how you would do it, because you want those to be a child and the
03:32reason is let's say you take this middle right here and want to move it.
03:36Well, pretend that's the upper body.
03:38You want those arms to actually follow.
03:41Now notice that the bones aren't moving the object at all. Okay.
03:46Well, the reason is they're not active.
03:48To make them active in the Bones panel, you have to say Active, okay?
03:53You need to press R and it is right there, Bone Active.
03:56But this is what happens.
03:57A lot of people do this.
03:58They stop, they email me. "Oh my gosh!
04:00My objects are in that stuff." It's not.
04:02You only have one bone active. Think about this.
04:05The bone came down to Z-axis that way, then you rotated it.
04:10Well, the bottle is following suit to that rotation from the one bone.
04:15But if you press your up or down arrow and go to the other sets of bones and
04:20activate them, they will now hold your object in place.
04:24You always need at least two bones.
04:26One to hold the object and one to actually deform it.
04:28So this base bone here is really holding it in place.
04:32That is the parent bone.
04:33If you open the Scene Editor, you'll see that that first base bone has all the
04:38other child bones following it.
04:40So I'm going to close this out.
04:41So what happens now if I select some of these bones and move them?
04:44Well, look at that.
04:46We got a little dancing bottle.
04:49Remember, I've got Bone X-Ray mode on.
04:51So if you don't see your bones, make sure you do that. Bone X-Ray mode.
04:55You can use your up and down arrow to go to each one of these and move it around.
04:59You can jump into VPR mode if you've got textures on here,and you really see
05:04what that looks like with the render and a shadow.
05:07But it's a great way to put some life into your objects quickly and easily.
05:12I've seen animated toasters and of course full-blown characters, but I really
05:16like people to kind of get into animating inanimate objects like this and
05:20really perfect your animation skills by bringing something simple like this to life,
05:23 and bones are the way to do it.
05:25They are pretty powerful in that way.
05:27They work pretty fast and not too hard to set up as long as you do the process right.
05:33So there are a number of different things you can do with bones.
05:35You can move paper.
05:36You can distort paper.
05:38You can create cloth and make them just kind of wrinkle.
05:42So I've done draperies where I've put bones in there just to kind of use
05:46them to deform things. You don't necessarily need to always have a character
05:49animation to use bones.
05:51However, you can go that route and bring bottles to life, and cans,
05:54and inanimate objects.
05:56But there is some other fine- tuning that you do as well.
05:59I'm going to show you that coming up.
06:00But try your hand at bones. Load this model up, or load one of your own models,
06:04put the bones in, and do just three or four bones just to get started, and get a
06:08feel for how they work.
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Fine-tuning bone placement and activating bones
00:00Once you setup a bone structure on object, you can move it around and you can
00:05bend it and see that it works, but every once while you might feel the need to
00:08move the placement of the bones.
00:09You might need to fine-tune them a bit.
00:11So in order to do that, you don't want to do them while they're active.
00:14You don't want to adjust them, because what will happen of course, if I move
00:17this bone, well it's going to move the object so I need to deactivate it.
00:21So if I press the P key for any selected bone, I'll get the Bone panel and I
00:25can simply say Bone Active uncheck.
00:27I can use my up arrow to cycle through the other bones, and I can do the same
00:31thing and just deactivate these.
00:33So now, if I move one of these, you can see that it doesn't affect the bottle at
00:37all because it's deactivated.
00:39And with that done, I can close that panel and perhaps I wanted to come down at
00:43my front view. I'll press 1 on the keyboard.
00:45Maybe I want to add another set of bones at the bottom so I can give it a little
00:49bit of a twist during my animation.
00:52So I'll press 2 on the keyboard to get to the top view.
00:55Come to the Setup tab and I'm going to add a bone and that's going to put one
00:59right down the Z-axis.
01:01I'll press the P key to get back to my bone properties and I can increase the
01:04Rest Length just until it hits the edge of that bottom.
01:07From there I'm going to add a child bone, but then I'm actually going to move
01:12that bone back and then press the Y key for Rotate.
01:15We're going to rotate it about 90 degrees off to this side here, and then we're going
01:20to make a child bone from that one and it will do the same thing. Press the T key.
01:24We're going to move that back.
01:26Press the Y command and we're going to rotate that around.
01:30And if you're off just a little bit, just to press the T key again for Move.
01:34We'll make one more child bone.
01:36And then we'll move that one back into the center and then we'll press Y for
01:39Rotate and I'll move this and then T key to move it back just a little bit.
01:45Let's take a look at it from the Perspective view by pressing 4.
01:48So they're in the middle of the bottle. I actually want them at the bottom.
01:50So I'm going to select the initial bone there.
01:53Now I'll press the T key for Move. Because the other bones are child bones of
01:57that, they will follow.
01:58That's okay if your bone sticks outside of your bottle. Just remember that
02:01those don't render.
02:02So if you go to your preview render in the VPR, you'll see that they don't
02:06actually show up there. They're just references and they're influencing your bottle.
02:10Well, the advantage of doing something like this is that I can then go ahead and
02:15when I activate these, I'll press the R key as kind of a shortcut to activate
02:19all the bones, as you see them get solid obce I do.
02:23See how it affects the bottom of the bottle? So now what I can do is take this
02:27bone right here and twist the bottom of the bottle.
02:29And let me go here to a Shaded view so you could see it.
02:33So now I've got a little more control over the bottom of the bottle that's
02:37independent from the top part of the bottle.
02:41So he can jump around as needed. He can bend. You can set these keyframes.
02:45So using the keyframe lessons of course, we can move through our Timeline and
02:48make this little bottle come to life and jump around the screen.
02:52So very nice way to work.
02:54I'm just going to Command+Z or Ctrl+Z to undo a couple of times.
02:58So that bone structure works very well for pretty much any kind of simplistic
03:02object like this, but it's often all you need to bring a full character to life.
03:05A few other things you know about the bones. Press the D key and if you've got a
03:09lot of preferences inhere that you're going to work through.
03:12Under Handles & Icons in the Display tab, you'll actually see that there is a
03:17Bone Icon Size. I'll move that over.
03:20And if I increase this you can see that these bones can be much more visible in your object.
03:25You can Draw Bones Filled and that's usually on by default. You can
03:29Auto-size Bones, and you can Draw Joints, depending on inverse kinematics
03:34and more complex setups.
03:36So something to keep in mind, you can also set a light icon, just so you know, a
03:41camera icon, and your handles for when you move objects.
03:44So as you're building more complex characters, even simple ones like this,
03:47keep in mind these display settings that help you fine-tune your bones.
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Setting up Inverse Kinematics
00:00With the simple bone structure like this or with a complex one, sometimes you
00:04want to move it around with a little bit more ease.
00:06Now this works pretty well just to select one of these bones and press the Y
00:09command to rotate it and give this character a little life, but every once in
00:13a while you might want a little more control, like you possibly might want to
00:17grab the tip of it here and kind of move it around a bit. It might be little easier.
00:20So let me show you how to do that with Inverse Kinematics.
00:23I am going to select the bottle here and I am just going to move it over. I am
00:25going to go to Items and say Add Null and we'll call this Base, something like that,
00:31and with that Base object, I am going to go to Setup and Add > Bone.
00:35Easy enough, just like we did earlier for the little bottle.
00:39Then I am going to press my Equal key on the keyboard and add a few child
00:42bones, just like that.
00:44Then I am going to take that last bone and I am going to press the P key and I
00:48want to change the Rest Length for this one.
00:50The reason being is that all rotations and positions and movements all happen
00:54from the base of the bone.
00:56So if I want to grab the tip here, well that one bone will be kind of sticking out.
00:59I want to be grabbing it from the bottom here, making this one our top bone.
01:03So I am going to bring the Rest Length down like that and basically there's
01:07not much distinction now between the base or the tip, which is kind of the whole point.
01:11Also with a smaller Rest Length, it's going to have a lot less influence, if any, on an object.
01:16Back in Items, I am going to add another Null object and call this Goal and
01:21then I am going to move that item all the way to the tip, like that, and that's
01:25going to be our control point.
01:26Now, if you wanted to give this a little more life as far as visibility,
01:30press the P key for that object and you can go to Add Custom Object and you can
01:35choose Item Shape and if you double-click this, you'll get a nice little panel that comes up.
01:40This panel is visible when you actually created your null object and if you
01:44forgot to do it, this is how you get back to it. And with this you can change
01:49the shape to maybe something like a pyramid, a diamond, a sphere and so on, and
01:53you can change the shape of it and the size.
01:55That helps you really identify where those control handles are when
01:58you're setting them up.
01:59What I am going to do now is tell these bones that that is the goal.
02:03Basically I am going to have this hierarchy and this is what is really
02:05important when setting up Inverse Kinematics.
02:07Let's open up the classic Scene Editor and notice that I've got the base bone
02:12all the way through.
02:13I am taking yhis last bone.
02:14Here are all the others.
02:16This last bone, I am going to goal it.
02:18I am going to tell the Inverse Kinematics engine, point to that goal and that
02:22then is going to control all the other bones.
02:24The way to do that, if you press M for Motion Options for that selected bone,
02:29that will be the last one, up under IK and Modifiers there is a section for
02:33Goal Object. Well, the goal is that null object we named Goal and you can see a
02:38line draw all the way through there.
02:41If I select that object now and I move it, you can see there is a dotted line.
02:44So I know something is working, but the bones haven't been told to be set for
02:50Inverse Kinematics yet.
02:51So what I am doing is I am holding the Shift key and I am selecting all those
02:54bones at once and then still under Motion Options for Bones, under Controllers
02:59and Limits, there is a Rotation tab.
03:02Under Heading Controller change that to Inverse Kinematics.
03:06For Pitch same thing and for Bank same thing. And then when I select this and
03:12press the T key for move, my bones move.
03:15Now I can grab this whole chain and move it around, just simply by moving
03:20this one little control.
03:22If your bones are not moving and you've set this up property, make sure that
03:25under the Setup tab, under the General category, under More, make sure Enable
03:30Inverse Kinematics is on, okay?
03:32I've been victim to thinking something is not working because that was off.
03:36And what happens now if you think of what I showed you earlier, how the bones deform
03:39an object, well, now you have a control handle to move that deformation around.
03:45So let's go one step further and take our bottle here and do the same thing.
03:51I want to control it from the very tip.
03:53So I am going to select that top bone and I am going to add a child bone.
03:56You can even call this a TipBone if you want.
03:58I'll press P to get to the Object Properties for that bone and I am going to
04:04move that down, just bring that Rest Length all the way down.
04:09Close the panel, go to Items, you can add a null object, and we'll call this Goal.
04:14And here under Edit, if you open that up, I can change my Shape to maybe a Ball
04:20and I can make it a good size if I want.
04:23Draw a line to my Goal if I want, put a label, Goal, and so on.
04:28You can select a color and unselect a color, just the nice options for your display.
04:33Now my goal is by default right here at the (0,0) axis and my bottle is all the way over here.
04:38That's okay because I can just move this and then right-click and move it up.
04:42And let's always check it from the Top View just so we know that it's right on the top there.
04:46I'll press 2 on my keyboard.
04:47I'll press 3 to go to a Side view and then 4 to go back to Perspective.
04:53From here I want to take that top bone and set the Goal to that null object.
04:58That's sometimes hard to do because it's such a tiny bone.
05:01So what I like to do is select one of the bones I can see and then just press my
05:04up or down arrow to cycle through it.
05:07Then press the M key on your keyboard to get the Motion Options.
05:10Go back to IK and Modifiers and the Goal Object is now the Goal.
05:15Don't be confused with our first goal that we did over on the other side there. That's Goal (1).
05:20We wanted the Goal (2), which is right there.
05:23Then I am going to hold the Shift key and select all these other bones, go to
05:28Controllers and Limits, and for the Rotation put on Inverse Kinematics.
05:35When I select that goal in Layout and press the T key for move, not only am I
05:41deforming my object, but I'm controlling all of the bones with one movement.
05:47So Inverse Kinematics is not that difficult to set up once you have your bones
05:51and your deformation in place.
05:53That being said, you don't have to use bones to use Inverse Kinematics.
05:57If you have a series of objects like a simple lamp or a robotic arm, those
06:01objects in the hierarchy can also work with IK.
06:06You can put a base object and parent to that as the middle object like an
06:10arm, parent to that is a hand, and then from there you can set up an IK
06:15goal with a null object just like this and have a very nice workable
06:19controllable object.
06:20Inverse Kinematics are good for very simple objects like robotic arms in a
06:24factory or very complex objects like full rigged character with arms and legs and a
06:29head and eyeballs and everything else.
06:31You can take it from a very simple object to a very complex object all with the
06:35same tools in LightWave 3D.
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Working with rigged characters
00:00Working with bones or skelegons in LightWave is relatively simple.
00:04You can even setup things like this, like an animated character.
00:07And even on a very simple character, you can have a lot of fun and bring this to life.
00:11Well, let me show you how simple this character really is.
00:14I can hit the Modeler button.
00:15And you'll see that it's just a matter of boxes that are shaped.
00:18I'll hit the Tab key and you can see that it's really nothing more than just a
00:22very simple object like that.
00:23And I built this a number of years ago and this is really just hoping I can
00:27recall up and use just for fun, but put into a scene for whatever I need. It starts
00:32that with a box in the center.
00:33And really it's just pulled and deformed and beveled and nothing more than what
00:37we've done throughout the course, but when you hit the Tab key for subdivision
00:41surfaces, well, it turns into a much smoother object.
00:44So let's jump back into Layout.
00:46Now when we've set up bones in a very simple little bottle, well, we started with
00:51the base and then we moved up with a child bone.
00:54And then we went up to the neck, and then we made a tiny little bone if you
00:56remember for the neck.
00:57And then we made a larger bone for the cap.
00:59Well, this exact same principle is done right here and its child bones all the way up.
01:04So if I take this middle bone and I select Rotate, well that rotates so the bones
01:09are active and it's rotating the body.
01:11If I move my up arrow and I go through the chest, I can move that.
01:15Go up a little bit more and move the neck and that move head around and of
01:20course, you can take the head and just twist that around. So really pretty easy
01:23to set up just to make a nice little character.
01:26To make the shoulders, all you really need to do is take this center bone and
01:30add another child bone. Rotate it off to the side then down the arm.
01:35And so when you rotate these bones, you've got an arm that's rotating and by the
01:39same token, you can do the same for the bottom, for the leg.
01:43Now this center bone right here is very much like the top hierarchy where we've
01:48got a bone in the base that comes up through the chest through the neck.
01:52Another new bone is set up here with child bones that go right down the leg.
01:57And again this is something I'd said earlier, which is really just set up any
02:01kind bone structure like you would a human form.
02:04And of course that's why they're named bones.
02:06So we've got a hipbone right here and we'll move that hip.
02:08You can make this guy have a little boogie.
02:10You can do the same for this one right here, and then obviously for the arms.
02:18So animating these characters is not really too much trouble once you get
02:22these bone structure in place and a very simple bone structure like this is
02:25not hard at all to set up.
02:26It just takes a little bit of time and I'm sure you can do it quite easily.
02:31From there, you would set up your keyframes to animate this.
02:35So you'd have a foot move and then you would move to another position and then
02:39you move to another position, and move to another position.
02:43And that is the art of keyframing and character animation is getting that timing down.
02:49And that's something that will take years of practice. Some people can pick it up
02:53right away others it takes them a little while, but it's a lot of fun to
02:57practice and set up these characters.
02:58And the best way to really learn this is to mimic real world motions. Have a
03:02mirror by you, mimic your facial muscles, jump around in your room, watch your
03:07steps, videotape yourself, and see how fast you actually step across a room.
03:11Often you might think you can set up a little walk cycle in a matter of 30
03:16seconds 30 frames, when in actuality it's a matter of four or five frames.
03:20So pay attention to real world principles and you may be able to setup
03:23character animation quite easily.
03:25A bone structure in a character like this is very simple to set up, takes a
03:29little bit of time, but once you know the process, you can animate just about
03:33anything can think of.
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12. Rendering Animations
Understanding resolutions and rendering
00:00When we talk about resolutions and rendering it's something probably just as
00:04important in learning LightWave as the tools itself.
00:07Obviously, you're doing this all to create a final animation or an image that go somewhere.
00:12And if you don't have the right resolution and settings, well, you've kind of
00:15wasted a lot of time.
00:17So let me show you how this works.
00:19This is the dynamic scene created a little bit earlier and we're going to
00:22use this for our rendering just so we can get an idea of some motion and
00:26some anti-aliasing.
00:28What I want to do first is go to the Camera panel at the bottom of the screen
00:31and open Properties.
00:32Now typically you would use this setting here to create your resolution.
00:37You need to understand that in order for your final render to come out a certain size
00:42you need to set the Width and the Height of that image.
00:45The Resolution right here though has a lot of presets that you can use.
00:49So if you scroll down, you can see there are all kinds of Film settings as well as HD.
00:54D1 for video and even just some computer sizes.
00:59Well, typically you're going to render a lot of times depending on where it's
01:03going but for today's television is at 1920x1080 and that is for the US standard
01:09of high definition television.
01:10So you can do that and that preset comes up for you.
01:13But one thing to understand with these resolutions is that you have another
01:17panel that will control your rendering.
01:19The best way to work in LightWave is to click Use Globals and that kind of
01:22cancels all that out.
01:24Then you'll go to the Render tab and choose Render Globals.
01:30Here you can choose your first and last frame, which we'll get to, but down here
01:35this is where you're going to set your resolution now.
01:37So I recommend saying Use Globals because if you don't check that,
01:41the resolution from your Camera Properties will actually take precedence over your Render panel.
01:47So make sure that's checked on.
01:49You don't have to, to render but it's a good idea to get in the habit because
01:52then you can use just one panel to work your way through to a render.
01:56So you're going to start a size at the resolution, what aspects are rendering,
02:01how you're going to clean it up for anti-aliasing so you don't get little
02:04jaggy edges, if you're going to employ Global Illumination, and then finally your output.
02:10So resolutions and rendering are extremely important to a still image or an
02:14animation and something you need to be careful with so that you get the proper
02:18output for your final project.
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Setting up a render project
00:00I have got the 12_02_BrickFinal scene loaded.
00:04I want to go ahead and set up a render for this.
00:06So the first thing I need to do is make sure my Timeline is correct and I could
00:10see here that yes I've got 160 frames, the animation is moving, everything looks good there.
00:15I also want to make sure that my camera is set.
00:18Typically it would be because we are setting that up as we are working.
00:22One thing that I've seen a lot of people do, we'll go here to our Viewport
00:25Preview Render, is they will get in the habit of setting up an animation from
00:28the Perspective view which is right up here.
00:31But unfortunately, the Perspective view doesn't render in the final animation.
00:36It does here for the Viewport Render, but for the final render we need to be
00:39in the Camera view.
00:40So I am going to press six and it gets me to the Camera view. You can see it right there.
00:45Then I am actually going to press the T key, which is Move, and I am going to
00:49click and push in to move my camera.
00:52I can also choose Y to actually rotate and I'll make sure my camera is selected
00:56at the bottom of the screen and I will press T and I will move in.
01:00So now you can choose how you want the camera to be seen.
01:03So setting up a render, especially on a dynamic scene like this, might mean
01:08moving camera, or it might mean leaving it static.
01:11So if at frame 0 my camera is here and then ball comes through and smashes,
01:15maybe we can set up a keyframe here for the camera to kind of look at it a
01:19little bit and we will move it like that.
01:23And then we'll move through our Timeline and as the ball comes back here, maybe
01:27we'll sweep the camera down just to follow it a little bit and as it comes back,
01:32perhaps at frame 120, the camera will just travel back.
01:37Of course you can fly the camera right through the wall with the ball
01:43breaking it as well.
01:46So this way we just have a little bit of an animation going as we are doing this.
01:49So remember the camera is a very key to your render.
01:52Now even if you have multiple cameras, you make sure you have the right camera
01:55selected because that is what your render engine will see, not your Perspective View.
02:00In the Properties for the camera, you want to make sure that Use Globals is checked.
02:04You can set up your resolution right here in the Camera panel, but it's often a
02:08good idea to check Use Globals for both the Resolution and the Motion Effects
02:13because when you get to the Render and hit Render Globals, you will have one
02:17panel that you can work your way through.
02:20So, now as we set up this render, in the Render Globals panel I want my first
02:24frame to be 1 and my last frame to be 160 to match my Timeline.
02:29My Frame Step is set to 1, meaning render every single frame.
02:33If I wanted render every third frame, let's say, I would set it to 3.
02:36By the same token I can render -1.
02:39What that will do is render backwards.
02:42So I could set 160 as my first frame and 1 as my last frame.
02:46A reason you might do this? I have one machine rendering 1 to 160 at a step of one.
02:51I have another machine rendering 160 to 1 with a negative frame step of 1,
02:58so that both machines are rendering, but they are not repeating the same frames.
03:02So if one machine stops at frame 80, at least the other machine is rendering
03:06the backend and then one of those single frames come together we will have one
03:09complete animation.
03:10What I want to do from here, make sure Auto Frame Advance is on.
03:14If you are rendering your animation you need to have this on.
03:17Frame End Beep, turn that off. That will beep every time in Animation Frame Renders.
03:22Animation End Beep, that's often good to have on because let's say you are
03:25working in your office, and you have the rendering going in the background.
03:29That will beep when the animation is done.
03:31Every frame beeping, that might be a little annoying.
03:34Preview will automatically disable.
03:36It will ask you if you want to turn that off when you do a full frame animation.
03:40Now that we have Use Globals on, the render can be set right here for the resolution.
03:45Now we will just use a preset. Very nice to do.
03:48From there, under the Render, Render Mode should usually be realistic, but if
03:52you do a Quick Shade or a Wireframe. But for the most part if you want a full
03:56render, you want Realistic.
03:57Tell the render engine if you want Shadows or Transparencies, Occlusions, Render
04:03Lines, Reflections or Refractions.
04:05Generally these are on by default, so we are going to keep those on.
04:08The quality of the raytracing is all set right here in the Render tab.
04:11So Ray Recursion Limit will be set to 6.
04:14Sometimes you are going up this for a little bit better in transparency, but
04:17for the most part that's going to work just fine, as well as the Precision and the Cutoff.
04:22Light Intensity is a global control.
04:24So if I take this down, all of my lights in my scene will actually fade out and
04:30as you saw earlier in the course, you can set an envelope.
04:34You can animate those values by clicking the E button.
04:37So let's say you have a stage of characters.
04:40Perhaps it's an improv and you've got characters running around the stage.
04:44You can have all these stage lights on, and one frame at 0% and all of a sudden,
04:49they come on and they bend and bow and it works really well.
04:54You can also do the same for Lens Flare if you have Lens Flares on for your lights.
04:58Globally, you can turn on Shadow Maps, Lens Flares, and so on.
05:02If you have High Dynamic Range imaging on for Filtering, you can put that on and
05:06Multithreading, if your computer has multiple processors.
05:10You can go up to 64 processors now with LightWave.
05:13If you're doing a lot more work outside of LightWave on your computer, you can
05:16throttle back some of the threads and maybe if you've got four processors,
05:20you tell LightWave only use two threads so it's not using as much power in your system.
05:25I generally leave that on Automatic.
05:27Lastly, you can get to Filtering, which we are going to talk about shortly to
05:31clean up your render, but what I want to do now is take a look at what this
05:35might look like and I will come down to about frame 45.
05:38I am going to press F9 and that's going to render a single frame for my
05:42animation, and it looks pretty good, but I can see that there's little bit of jaggies.
05:47So I am not sure if that shows up exactly on the video.
05:50There is a way to make this a little bit cleaner and that's through the anti-aliasing.
05:54The last thing to set up a render is your Output.
05:58How you are going to save this?
05:59There is a couple of different ways and we are going to talk about that shortly,
06:03but you can save animations, you can save RGB files.
06:07Setting up an animation is not too difficult as long as you work through the
06:10Render Globals panel.
06:11You get your resolutions right, you tell the render engine what to calculate, and
06:15then set an output and your render will go.
06:17The last thing you should do though is over in the left-hand side under Render,
06:22there is Render Frame or Render Scene.
06:24So I will show you how to do that coming up.
06:27Rendering an animation or still image is not a lot of work.
06:30The Render Globals panel is a great way to work through setting up a render.
06:34It eliminates mistakes because in one panel you can work through your
06:37resolution, you can tell the render engine what to calculate such as Retray
06:41Shadows, you can set up your Antialiasing through the Filtering tab, and then
06:45your output can be set for images, AVIs, or QuickTimes.
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Determining the proper anti-aliasing filter
00:00One of the biggest mistakes a lot of people make when rendering out an animation
00:04is forgetting to set the filtering.
00:06It's often called antialiasing.
00:08So when you go to the Filtering tab, you can see that there is the Classic
00:11Camera Antialiasing and I am at the Render Globals tab.
00:13Now if you open up the Camera Properties, there is something you should be aware of.
00:18If you're using a perspective camera, the Antialiasing defaults to one. Often I
00:22like to set this to about nine.
00:24What that's going to do is clean up the edges on all of your renders.
00:27But if you are using the Classic Camera, the Antialiasing filter you can often
00:31set from here as well, Classic Camera Antialiasing.
00:34It's really something to be aware of, depending on which camera you are using.
00:38Because what can happen is all these edges here can be very jaggy.
00:41If you take a look at the ball as it moves out and see those jaggies there in
00:46the viewport preview before it cleans up? Well if you don't have the
00:49Antialiasing on you will see that in here as well.
00:51You can see all those jaggies right in there.
00:54You can see here in the final render, I pressed F9, we have got one path,
00:58Segment 1 and if you look down here, you can see all of the different settings
01:02and here's my Antialiasing of 9.
01:05Effectively what that's doing it's just doing a soft blurring on all the edges
01:09and makes for a much cleaner render.
01:11You are really going to see it when things get in motion.
01:13When thing starts moving, they'll actually have little jaggy edges
01:16as it's rotating around.
01:18So you don't want these bricks to actually look all jaggy.
01:22Doing so is not such a hard thing.
01:24You just have to remember to set it.
01:25Of course you don't want to spend the whole evening rendering and come back and
01:28see ooh, I forgot to set that rendering and your client then, of course is
01:32waiting for your project.
01:34Once that Antialiasing is set, you can come in here to the Adaptive Sampling and
01:38put that on, which helps clean it up a little bit more but most of the time you are
01:42not going to need that.
01:43Soft Filter will actually create a little bit of a blurring.
01:46That really works well when you are doing a tiny little resolution.
01:50I often do it on small previews.
01:52So if you have a small resolution without Antialiasing,
01:55just as a quick render, you can put Soft Filter on it and it will do just a
01:58blurring across your whole scene.
01:59And here you can see this is little soft in there.
02:02So you don't always want that on, only if you are doing more of a preview, but
02:06the Antialiasing is quite important as well as the Motion Blur.
02:10Especially in our scene. We are going to go to Photoreal Motion Blur.
02:13The more Motion Blur passes you have, the cleaner it will be, but of course the
02:17longer it will take to render and I'll come like this and press F9 again, which
02:22does a single frame render.
02:24What you are going to see here is a little bit longer render.
02:27Why we are doing that let's take a look up here in our status window. It shows
02:31what frame we are rendering, shows what frame step and since we are not
02:33animating, that doesn't apply.
02:36Our resolution, our pixel aspect, what camera is rendering. So if you have
02:40multiple cameras, you could have a top camera, back camera, and so on.
02:44Camera Type is a perspective camera. Our antialiasing, so I often check this.
02:48Even though when I get a rendering going and I know I have got everything set,
02:51I let it go and I kind of watch this panel and I take a look and make
02:54sure I have got all of my settings right. Because again you don't want to waste
02:57those hours rendering and suddenly it has something not set like Antialiasing.
03:02It's a very big thing, especially when you're flying pass to logo, where you have
03:05got bricks like this and something with a stronger edge.
03:08You definitely want those clean.
03:10If you notice, I've set this Motion Blur pretty high and this single frame is
03:14actually taking a lot longer to render.
03:17So while a lot of people think real- time rendering is the future, there are
03:21still lot of things that you can put on that will really help slow things down
03:24and Motion Blur is one of them.
03:27Antialiasing, Motion Blur, Shadows, Reflections, Refraction for water and glass,
03:33all of those things calculate and take time.
03:36There is always going to be a need for full-time rendering like this and a
03:39faster processor you have, the more memory you have, the better it's going to render.
03:43So we are at about 94%, 95%, and we will take a look at this last render here.
03:48And this still image with a Motion Blur should look pretty good and we should
03:53see those bricks nice and blurred in there, very clean.
03:57So you could see them all right here. As they are tumbling, they are blurring.
04:01So the faster those items are moving, the more they are going to blur in your scene.
04:04A nice way to set things up, but always pay attention to that Filtering tab
04:09and again this goes back to using the Render Globals to set up your animation.
04:13Make sure you set Render Globals in the Camera panel, which forces control just
04:17to the resolution in this panel, and then work your way through your tabs all
04:22the way to the output.
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Rendering to movie files vs. image sequences
00:00Rendering an animation or a still image, you often need to save it and that's
00:05all done in the Render Globals panel through the Output tab.
00:08So, let's start at the top.
00:10If you want to save an animation, you can click Save Animation.
00:13Hit Save and then you choose a type of animation, whether it's a QuickTime or an
00:18AVI depending on your system.
00:20There are some other options in here too as a Film Box or Storyboard.
00:24For the most part, I generally don't do this and the reason is sometimes those
00:28savers can fail, a QuickTime or an AVI saver.
00:31So, you have got be really careful of those, and it's just a preview.
00:34It's not really a big deal.
00:35But then you could say here is the animation file and where to save it.
00:39What I would like to do instead is I save in RGB sequence and with that, I will
00:43set up a special folder on a second drive and I will put in the file name and
00:48I will hit Save, and then I choose a type of file.
00:51And this is really important because often my clients need 32-bit files such as
00:55a TIFF 32 or TARGA 32.
00:59With that 32-bit file, they will have the alpha channel, which means they can
01:04key it over something.
01:05They can composite it later in an editing program.
01:08So, I often like to save a sequence.
01:11Now, how that sequence is saved in the format is right down here.
01:14So, I would go let's say the name and the frame number, dot, whatever the format is,
01:19and that usually works pretty well for me.
01:21But you have got to remember that if you have an animation that goes longer than
01:24a thousand frames, well, make sure you choose a name with four digits.
01:29You can choose the color space, which is a really big deal, depending on how
01:33your animation is being portrayed.
01:34If it's Linear or sRGB.
01:37You have the Alpha Format and we definitely want that Premultiply Alpha.
01:41And the color space for the alpha could be the Linear or sRGB, and
01:44generally that is Linear.
01:46Now, the sRGB we often used for print.
01:49So you need to consider and talk to who's ever getting your final render.
01:52If they are going to use it for print, where it's going to go, because that's
01:55going to determine how you want to set that color space.
01:57These are all some new settings in a LightWave 10 that are going to really help
02:01the color of the output as well as the contrast of the lights.
02:04Some can be too hot, some can be too dark, and this can help balance them quite a bit.
02:08So, you don't get too much falloff or not enough from some of your lights.
02:11We have all been down the road where we have a light set that's just entirely
02:15too bright and it's not lighting the scene enough.
02:18Well, this is a way you can change that, through Color Space.
02:21So, once that Output is done, you can just go to Render Scene.
02:26But what's also important is that's saved with your scene file and the reason
02:31that's important is because down here in the bottom left, under the Render Tab,
02:35there is Open RenderQ and when you do that-- just close this out-- you will get a
02:42Render panel that you can add up.
02:45So let's say you have got this brick scene and you want to render it from the
02:48top and from the side.
02:50Well, you can set up different renders for each one of those cameras and add the scene.
02:54So, I would add a scene let's say from one of my chapters here.
02:58We will open these up and we will open up the one scene. We will add that in.
03:02We will add another scene and I will add this to the Q. And once I go ahead and
03:07hit Render, it will render the first scene and it's going to save it wherever I
03:11told it to save in my Global Renders panel from the Output tab.
03:17So, make sure that once you save this, you then go to File and hit Save Scene.
03:23And then you load the scene up in Render-Q and you can walk away for a week and
03:26have all your animations just rendering away for you.
03:29You can clear it and close it out.
03:33So, rendering animation is not so tough.
03:35If you have a high res still image, the best way to save that is just hit the
03:39Render button and I will tell you what, let me do this. I am going to close that
03:43and let me turn off all the Motion Blur I put on, which is in the Filtering tab,
03:48just to make this speed up a little bit.
03:50I will press F9 and this is how I actually render out a still image, so you
03:53just kind of wait for it, because it normally don't take too long, even if
03:56they're quite large.
03:58What happens is after this render goes, a panel will pop up and that panel-- just
04:03hit Continue-- is right here.
04:06This is your image frame and you'll see this in the General tab.
04:11The Render Display > Image Viewer and that's this one right here, so you
04:14want this to pop up.
04:16In this file, I can save an RGB, I can save PICT, I can save TIFF, whatever I
04:21need of that final render.
04:22So, this is technically a raw render, and I can save it out wherever I need.
04:26I can save it exposed, resampled, put it to a buffer for a later use, but
04:30generally for the most part you're going to use the Save RGB.
04:34This color space for this, if you take a look, you can change it to sRGB, Cineon,
04:39and some of these others.
04:40Cineon can be used for film.
04:42So, for most of your things, you are probably going to choose between Linear and
04:45sRGB and it's really neat to experiment with that and see what your client
04:49needs, or your output, or your editing system.
04:53We can look at this at 100% and that's how large it really is.
04:57We can look at it 200% and we can shrink it down if we need, and this is really
05:01good if you have got a really large screen and you don't have a very big render.
05:04You can blow it up or vice versa.
05:07Metadata, if you are into photography at all, same kind of idea.
05:10This will have all the information about this image embedded within it.
05:15Lastly, if you leave this panel open as you are rendering-- if you have got a
05:19second screen, you can push it off to the side--
05:21it will save your render frames.
05:24So, let's say that's a frame I rendered, let's move up like this, press F9.
05:28As long as our panel stays open, LightWave will remember these renders and you
05:32can get back to it without re-rendering.
05:34But if you close it, it's going to not remember those.
05:37So something to be aware of.
05:38We will let this render finish. Press Continue.
05:41So, now I've got my new render and the previous render.
05:44It's a good way to show those to clients as well.
05:48Lastly, you can view the image or if it has an alpha channel, you can view that
05:52as well right from there and save it out.
05:54So, rendering from LightWave not too difficult. Yyou just need to remember
05:58everything you should do, that should be saved through the Render Globals panel
06:01through the Output tab.
06:02Still images or moving images are often going to be saved as sequences.
06:07Lastly, I want to show you down at the very bottom of the screen is the
06:09Preview and what you can do in the Preview is save your OpenGL. You can save your layout.
06:16So, what you can do in the Preview Options is choose how you want your rendering.
06:20I want it Normal.
06:21How the encoding should be?
06:23How it's compressed? The interlacing,
06:26which we are not going to do.
06:27This is often done more for broadcast in your video editors.
06:30If you are staying within the computer, you are going to keep that to None.
06:32Lastly, you can choose QuickTime, AVI and choose the codec for that, or you can
06:40save an image sequence.
06:41And once you save those options, once you make a preview, that will actually
06:47generate a preview in the background. Move that out of the way.
06:50Let's bring this back to a wireframe and then we will hit to Make Preview and
06:56let's stop that real quick.
06:57We will jump back to this wireframe. Make Preview, from the Camera view
07:06or Perspective view, which is very handy.
07:14Just playing through and it's recording that and I can play this back
07:18It helps give me a real-time look at my scene.
07:22It's also good for clients and again, you can render it from a Top view or from a Side view.
07:27But then you can save it. Because I set up those options, now I can play it back,
07:32free it from memory, or I can save it. And I will just put it on my Desktop as
07:36temppreview, and you will see it's exporting out of QuickTime.
07:43So, not only can you export out a full time render, you can export out a
07:46playback of your screen exactly as you see it.
07:49So, it's a terrific way to keep your client, your boss or somebody up to speed
07:53on your work, if they're not there to look at your screen.
Collapse this transcript
13. Finishing Up
Exporting an object
00:00While we would love to do everything in just one program, every once in a
00:03while you're going to need to use some other type of program.
00:06And today, 3D programs pretty much all talk to each other.
00:10So while you might have a great character here, you might need it in another
00:13program for somebody else to work on.
00:15So I want to show you how to export that object right out of LightWave.
00:18I've got this character loaded here.
00:20This is the 13_01 from exercise files, but this can work for any type of object.
00:25And from the File dropdown menu, I can choose Export.
00:28And in here I can export the Collada file, a Film Box, or a Motion Dynamic Multi Baker.
00:35And the MD files are often good for let's say your cloth animation or your dynamics.
00:41But the Collada file, something I've been using quite a bit, and when I export a
00:45Collada file, I can do this for all kinds of programs such as CAD programs,
00:50other 3D modeling programs, o other r 3D animation programs.
00:54We can set a Scale for this and of course you can put it into Google Sketchup as well,
00:59which is where the Collada file comes from.
01:01And simply just choose which you want.
01:03Select OK, and it sends out the dae file, which is the type of extension.
01:08A LightWave file is a lwo for objects, but a scene file in LightWave is lws.
01:14So that's the way to save out that file.
01:16However, if you want to make some changes to this, you can simply just save a copy of this.
01:21So I'll go to File. Instead of Export, I'll do Save Object Copy.
01:26And with that I can give it a new name and I have a copy of the object.
01:31And then I can reload that object so that I am not destroying the one object
01:35that I've created that I want to keep with that scene.
01:38So object copies and object exports are pretty easy to do outside LightWave.
01:42If you've deformed an object with deformation maps or displacement maps or
01:46something like that, you can also export out and save a transformed object.
01:52And that's a pretty neat thing to do.
01:54What that allows you to do is you can take let's say an ocean scene that you
01:58created and you've placed displacement maps on there,
02:01you can save the transformed object and export that out and use it
02:04somewhere else without using the displacement map, because you've saved the transformation.
02:08A lot of different options for you for using your objects with and
02:11without LightWave.
Collapse this transcript
Exporting a full scene for backup
00:00You can save out your objects into different formats out of LightWave, but what if
00:04you wanted to save your scene to be used later or to give to somebody else or
00:07perhaps even for backup?
00:09How would you do that?
00:10Well, there's one thing you should pay attention to and that is the content
00:13directory and we have talked about that earlier in the course and how important that is.
00:17A scene is made up of objects and motions and lights.
00:21The objects themselves, however, are made up of textures and images, so you need
00:25all three of those components for a scene to be created.
00:29And while some are much less than that-- you can have just a simple scene file
00:32with data-- typically you are going to have some objects in there.
00:35So, from the File dropdown, you want to go to Package Scene.
00:39Now, what that's going to do is call up this great little panel that will tell
00:42you where you want to save.
00:44It will allow you to put a scene's path, allow you to put an object's path and
00:48images path and so on.
00:50You can copy any image sequences that are loaded, and what this will do is
00:54package up a scene for you.
00:56So, let me do this.
00:57I will hit this little guy and I am just going to go right to my desktop so you can see this.
01:00And by default, it fills everything else for me.
01:03I can reload it if I want and I can say Preserve Existing Structure.
01:07I will just click OK.
01:08Would you like to save all the objects? Sure.
01:11Now, if I take a look at my scene, I am going to go just to my Finder here
01:16and look at my desktop.
01:18Now, I have got two folders and since there are no images, I don't have an images folder.
01:23But what you see here is automatically the structure has been created for me,
01:27and that's what's terrific about exporting out with the Package Scene command.
01:32And the reason that's good is every once in a while when you are working in
01:35LightWave, you might have an image that you use from another project, you might
01:40have a plug-in or a little third-party program, and you might forget about that.
01:44So, by using the Package Scene from the File dropdown menu, you can very easily
01:50save all those parts of the scene and export it for backup.
Collapse this transcript
Conclusion
Final thoughts
00:00Before we say our final goodbye, I want to show you just a few things that might help you.
00:04If you jump over online, take a look at the NewTek Discussion Forums.
00:08There's a lot of terrific information in there.
00:10A lot of people helping out.
00:12You can ask questions. You can find a lot of tutorials.
00:15You can find some links to some other sites where people are also talking about
00:183D and they have a Mac specific forum, a PC specific forum.
00:23Additionally, if you go my site, DanAblan.com, you can email me.
00:28Just type danablan@agadigital.com.
00:32Get information about my books and you can look at some of the animations I've
00:35done, talk about training, and so on.
00:38And just make sure you contact me.
00:39You can find the email right on the site there, but visit my site as well.
00:44When working with LightWave you've got all kinds of options ahead of you, from objects
00:48to scenes and particles to dynamics.
00:50And hopefully we've covered a good bit of that in this course just to get you
00:53going for LightWave 10 essentials.
00:56Thanks for joining me and we hope to see you around here again.
Collapse this transcript


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