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Editing surfaces

From: LightWave 10 Essential Training

Video: Editing surfaces

Once a surface has been created in LightWave Modeler, it's often good to go into LightWave Layout to actually apply those surfaces. So I've prepared a scene that you can work with. Go to the File dropdown and instead of loading an object, this time load a scene, and from the Chapter 5 Exercise Folder, load the 05_04_BallsBegin scene. .lws is a LightWave scene. The difference between a scene and an object: the objects live within a scene, but the scene holds the camera position, lighting position; the objects hold the surfaces.

Editing surfaces

Once a surface has been created in LightWave Modeler, it's often good to go into LightWave Layout to actually apply those surfaces. So I've prepared a scene that you can work with. Go to the File dropdown and instead of loading an object, this time load a scene, and from the Chapter 5 Exercise Folder, load the 05_04_BallsBegin scene. .lws is a LightWave scene. The difference between a scene and an object: the objects live within a scene, but the scene holds the camera position, lighting position; the objects hold the surfaces.

So what I want to do now is put some surfaces on here. So let's hit the Surface Editor. I am going to move it over just a little bit, and let's start putting some surfaces on. Let's first take the ground surface. So we'll select that. That's what we want to work with. I want the ground to be a little more robust than this. So I am going to put a little Specularity on, about 30%, and Glossiness, about 40% is fine. But what's really going to help this is give it some reflection. So we will make the Reflection about 20%. But notice I don't see it here, nor do I see it in my view. Well, there are a couple of reasons for that.

Number one, the normal OpenGL view, you're not going to see this. You will see it, however, if you go to-- I am going to slide this out of the way for a moment--up here at the top of your viewport if you click dropdown, change the VPR mode, and what VPR mode is is a Virtual Preview Render. This is a wonderful new thing in LightWave 10. Well, right now it doesn't look like much, but you will see in a minute that you are actually seeing a real-time render directly in your LightWave Layout. Well, the reflection is still not working. Well, why is that? You need to tell LightWave's render engine to calculate the rays.

Well, what are rays? Rays are bounced rays of light. So for reflection it has to actually calculate that ray of light being bounced to show up. So from the Render tab, click Render Globals under Options, and then there is another Render tab within there and you can say Raytrace Shadows, meaning calculate shadows, and suddenly you see them come on. There is also Raytrace Reflection. When you click that, you can see those come on. So let's close that. So now when we make our surface changes we will be able to really get a feel for what they are looking like.

So our ground is looking okay. Later on we are going to come back and we're going to add a little bit more to this. Let's go to the red ball since we can see that right away. The first thing I want to do is hit the Smoothing button. It changes all those polygon facets. Red is fine. We don't want it luminous, but we might want it to be reflective as well. So let's pull this back down about 80%. And you are thinking well, why would you bring the Diffuse Value down? Why would you not want it to have more light in the scene? The reason is I am going to add some reflection and what happens too often than not, people put reflections on, which is going to add to your surface brightness.

And if you have 100% diffuse, if your surface is taking all the light from the scene, well then you have reflections at it, it's going to be overly bright. So you typically want to balance diffusion and reflection to equal about 100%. It's not a steadfast rule, but kind of a good starting point for you. We'll put a little Specularity on, about 24%, 25%, and we will make it a little bit higher gloss, about 60%. Now you can see it's reflecting the green ball next to it. Well what if you like this and you want to keep all those properties for the other ones? Well, there is an easy way to do that.

If you right-click on the surface name, you can select a copy. Then I am going to go to the green ball, right-click and paste, and all of those properties are copied. But you're thinking, well, wait a minute. I don't want red. I want it green. That's fine! My thought process in this is that it's a lot easier to copy all the specific properties and make one simple change back to green than it is to add everything right in. Now then I could do the same for the blue ball. Right-click, paste my settings, and change the color to blue, and that's how simple it is to create surfaces in LightWave Layout.

Let me do the yellow ball, right- click and paste, and change this to yellow. Make sure you just click right into your Layout to activate. Make sure that updates. So let me close this panel out. So you can see that with little effort, you can put reflections, shading, shadows, and this is all with one default light. Very simply you can create a nice smooth surface all with the LightWave Surface Editor. Surfaces are created in LightWave Modeler.

In LightWave Layout you can apply all the color, texture, specularity, and glossiness that you need-- a great way to start creating terrific looking surfaces.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5219 viewers

Dan Ablan
Author

 
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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