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LightWave 10 Essential Training

Understanding the Texture Editor


From:

LightWave 10 Essential Training

with Dan Ablan

Video: Understanding the Texture Editor

Adding surfaces to objects with the Surface Editor is pretty straightforward. It allows you to create basic surfaces like you're seeing here with the Viewport Preview Render. But what if you wanted to add a little more interest to this? Well, you could use the Texture Editor. Let's open up the Surface Editor, and we're going to start with our red ball. We'll select that. You might have noticed these little T buttons next to all of these surface properties, and you're also going to notice these T buttons throughout LightWave when it comes to things like displacement maps for the object. Rendering.
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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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LightWave 10 Essential Training
7h 9m Beginner Mar 21, 2011

Viewers: in countries Watching now:

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
Subject:
3D + Animation
Software:
LightWave
Author:
Dan Ablan

Understanding the Texture Editor

Adding surfaces to objects with the Surface Editor is pretty straightforward. It allows you to create basic surfaces like you're seeing here with the Viewport Preview Render. But what if you wanted to add a little more interest to this? Well, you could use the Texture Editor. Let's open up the Surface Editor, and we're going to start with our red ball. We'll select that. You might have noticed these little T buttons next to all of these surface properties, and you're also going to notice these T buttons throughout LightWave when it comes to things like displacement maps for the object. Rendering.

There's all kinds of places you can put this. So it's really important to learn the Texture Editor. So let's select the Color texture. So I am just going to click the T button next to Color, and this opens up the Texture Editor. I'll close out our Surface Editor, keep it clean, and I am going to move my view over. Now the way I am going to move my view is because I'm looking through my camera, I need to actually move my camera over. So I'll select Camera at the bottom of the screen and then press my T key for move, and then I can just click and drag to move my camera shot over. That way, you can see everything.

Back in the Texture Editor, let's work our way down. A lot of people kind of just click all over. I've seen it happen quite a few times. What you really want to consider is that this is applying a texture to the color of the ball. Now, where you click this texture is what really makes a difference, and I'll go back to that in just a minute. The Texture Editor has layers, so you can layer up as many different textures as you want. What is a texture? A texture can be an image map. It can be a procedural or a gradient. Well, gradient will be like a transition, a procedural is a computer-generated, and an image map of course, well, that's an image. And that could be a photograph.

It could be a reflection. It could be a piece of wood. It could be a scan from something you went to the lumberyard and took a picture of. You can layer those up just by simply saying Add layer, and choose which type of layer you want. You can copy a layer, paste a layer, or remove one. Pretty straightforward. Let's go ahead and put a procedural on top of our red surface. If I placed an image map on there, that would overwrite our red surface. We just want to add to it. So we're going to choose the procedural, and you could see right away in the Viewport Preview Render that it automatically is updated for us, which is terrific.

But this default Turbulence, it's just a noise, just a fractal noise pattern. I can click and color this to anything I want and add to that. I can play with the scale and the size of it just to create all kinds of interesting shapes. But this procedural type has quite a few different things, and one I like a lot is Crumple. Let's say I had played with these values here. I am going to click Automatic Sizing. Automatic Sizing resets and looks at the geometry for me. Here, we can see I've got nice even values here, but I want to see it a little bit more.

So I am going to select in the X. I am going to press 2 on my keyboard, hit the Tab key, press 2, hit the Tab key, and press 2. That way, I've evenly sized that all down. I could see it a little bit better. So the Texture Editor allows you to put Procedural Textures, Image Maps, as well as many other things, like a gradient. A gradient will allow you to change values over the course of your object. So this little bar right here is called a key. I can click to add a new key, and with that selected, I can change the color value.

I'll make it orange. But notice it doesn't really change much. That has to do because of the way this key is right here in the Input parameter. So the Input parameter is based on the previous layer. We don't have any other layers. We can add one if we want, or we could change to Slope. What slope does, it actually looks at the curvature of the object. So now you can see the representation of this orange key fading to the white key right there on our ball. Pretty simple! I can select this key and take the Alpha to 0, and what happens is I see the red color from the base surface beneath.

So the gradient comes from a solid color and fades to transparency, allowing the surface underneath. So you can see how this can get quite complex if you start layering these up. I am going to change this back to a procedural texture, and then I am going to copy this, Copy > Selected Layers, and then I'll say Use Texture. Then I am going to open my Surface Editor, select the red ball, and you can see that the texture is on. It's clicked. I am going to go down to Bump map and click the T button. Look at this panel. It's exactly the same. A few minor differences, a few variances, but it's exactly the same as the color texture.

But what can you do in here? Well, the fact that this Texture Editor is set for Bump, it has a whole different effect. And I am going to paste down, say Add to layers or Replace Selected Layers and look what happens. That same procedural texture is pasted down, but because the texture is set as a bump we now actually have a nice bumpy surface. So, it works pretty well. With the Viewport Preview Render, we can actually see what's happening there. You can bring the Texture value down to say 20% and have less bump, or you can bring it up to 200% and have a lot more bump. And that's set to Turbulence.

These are the same size and parameters that we'd set in our color. I'll bring this back down to default of about 80%. I could do one more thing. I can copy this selected layer, the Turbulence. Then I can go to Specularity and add a texture. Again, the same Texture panel comes up. So where you apply your texture makes all the difference. Once you learn this panel, you can apply it anywhere. So we'll paste this down and replace selected layers. What I've done now is I've told the system to only place the specularity where these white parts are.

And by the same token I should mention that you can click and drag around this little preview just to see how the full texture looks. This is just a computer-generated texture. I'll click Use Texture, and so now what's happening is that the specular values, the shiny values, are only being applied where the surface has a white appearance. Where it's dark, we are not getting any specularity. What that's going to do is really help your realism for any kind of surface you create. So the Texture Editor is great way to add image maps, procedural textures, and fine details to a basic surface.

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