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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.
One of the biggest mistakes a lot of people make when rendering out an animation is forgetting to set the filtering. It's often called antialiasing. So when you go to the Filtering tab, you can see that there is the Classic Camera Antialiasing and I am at the Render Globals tab. Now if you open up the Camera Properties, there is something you should be aware of. If you're using a perspective camera, the Antialiasing defaults to one. Often I like to set this to about nine. What that's going to do is clean up the edges on all of your renders. But if you are using the Classic Camera, the Antialiasing filter you can often set from here as well, Classic Camera Antialiasing.
It's really something to be aware of, depending on which camera you are using. Because what can happen is all these edges here can be very jaggy. If you take a look at the ball as it moves out and see those jaggies there in the viewport preview before it cleans up? Well if you don't have the Antialiasing on you will see that in here as well. You can see all those jaggies right in there. You can see here in the final render, I pressed F9, we have got one path, Segment 1 and if you look down here, you can see all of the different settings and here's my Antialiasing of 9.
Effectively what that's doing it's just doing a soft blurring on all the edges and makes for a much cleaner render. You are really going to see it when things get in motion. When thing starts moving, they'll actually have little jaggy edges as it's rotating around. So you don't want these bricks to actually look all jaggy. Doing so is not such a hard thing. You just have to remember to set it. Of course you don't want to spend the whole evening rendering and come back and see ooh, I forgot to set that rendering and your client then, of course is waiting for your project. Once that Antialiasing is set, you can come in here to the Adaptive Sampling and put that on, which helps clean it up a little bit more but most of the time you are not going to need that.
Soft Filter will actually create a little bit of a blurring. That really works well when you are doing a tiny little resolution. I often do it on small previews. So if you have a small resolution without Antialiasing, just as a quick render, you can put Soft Filter on it and it will do just a blurring across your whole scene. And here you can see this is little soft in there. So you don't always want that on, only if you are doing more of a preview, but the Antialiasing is quite important as well as the Motion Blur. Especially in our scene. We are going to go to Photoreal Motion Blur. The more Motion Blur passes you have, the cleaner it will be, but of course the longer it will take to render and I'll come like this and press F9 again, which does a single frame render.
What you are going to see here is a little bit longer render. Why we are doing that let's take a look up here in our status window. It shows what frame we are rendering, shows what frame step and since we are not animating, that doesn't apply. Our resolution, our pixel aspect, what camera is rendering. So if you have multiple cameras, you could have a top camera, back camera, and so on. Camera Type is a perspective camera. Our antialiasing, so I often check this. Even though when I get a rendering going and I know I have got everything set, I let it go and I kind of watch this panel and I take a look and make sure I have got all of my settings right. Because again you don't want to waste those hours rendering and suddenly it has something not set like Antialiasing.
It's a very big thing, especially when you're flying pass to logo, where you have got bricks like this and something with a stronger edge. You definitely want those clean. If you notice, I've set this Motion Blur pretty high and this single frame is actually taking a lot longer to render. So while a lot of people think real- time rendering is the future, there are still lot of things that you can put on that will really help slow things down and Motion Blur is one of them. Antialiasing, Motion Blur, Shadows, Reflections, Refraction for water and glass, all of those things calculate and take time.
There is always going to be a need for full-time rendering like this and a faster processor you have, the more memory you have, the better it's going to render. So we are at about 94%, 95%, and we will take a look at this last render here. And this still image with a Motion Blur should look pretty good and we should see those bricks nice and blurred in there, very clean. So you could see them all right here. As they are tumbling, they are blurring. So the faster those items are moving, the more they are going to blur in your scene. A nice way to set things up, but always pay attention to that Filtering tab and again this goes back to using the Render Globals to set up your animation.
Make sure you set Render Globals in the Camera panel, which forces control just to the resolution in this panel, and then work your way through your tabs all the way to the output.
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