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LightWave 10 Essential Training
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Using procedural texture options


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LightWave 10 Essential Training

with Dan Ablan

Video: Using procedural texture options

Sometimes when you've placed an image map on a surface it looks great and you can take that same image map and make it a bump map, such as a brick wall. But sometimes you want to go little bit further with it, and that's where a procedural texture comes in. So I've briefly touched on that, but I want to show you a little bit more, and I want to compare the traditional Surface Editor, which is right here in the top- left of Layout, with the Node Editor. So we're going to do a little project that shows setting up the same kind of surface in both and the variations. So from the File dropdown, go to Load, and we are going to load an object, and the 05_07_BrickWallBegin object is really nothing more than a flat polygon, just with a surface named BrickWall.
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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

Using procedural texture options

Sometimes when you've placed an image map on a surface it looks great and you can take that same image map and make it a bump map, such as a brick wall. But sometimes you want to go little bit further with it, and that's where a procedural texture comes in. So I've briefly touched on that, but I want to show you a little bit more, and I want to compare the traditional Surface Editor, which is right here in the top- left of Layout, with the Node Editor. So we're going to do a little project that shows setting up the same kind of surface in both and the variations. So from the File dropdown, go to Load, and we are going to load an object, and the 05_07_BrickWallBegin object is really nothing more than a flat polygon, just with a surface named BrickWall.

So if you don't have the exercise files, you can simply make a flat polygon and bring it over. From there, I want to actually place an image on there. So for the texture, for Color, we'll hit the T button, and we want the layer Type to be an Image Map. We want it blend normally. The other blend modes are Additive, Subtractive, very much like Photoshop. So you can blend those different modes. And the way the blending is going to work is based on what other layers you have in or what color you have on the surface.

But for right now we want it just Normal. The Projection is set to Planar, meaning it's flat. The Image, we'll hit Load Image, and I want bricks, and this is from the Chapter 5 exercise files. And by default you could see that it comes on very tiled. It's very tiny. Now, this is a good thing for some textures that you want to just repeat, but this brick image wasn't designed to repeat, and what you can see is that it just, well, has a nice pattern to it that normally we wouldn't see on a brick wall. If however you are doing something like tiles or little plaques that could repeat, that works really well.

So the Width Tile and Height Tile you can set to not repeat by choosing Reset, and you will see that it's just mapped on the center there. But because we're flat on the Z axis, we can just hit Automatic Sizing. I know it's the Z axis because if you look down towards the back of the Layout you can see Z right there. I'll click Automatic Sizing and it scales to fit, so that's pretty easy. Well that's all we are going to do with the image map, but we will copy it. Selected Layer, hit Use Texture.

For Bump map, we'll hit Texture and we will select Replace Selected layers-- although Selected Layer is none, so we are just going to override it. And that way we get a little bit of a bump map on there as well. It helps getting a little more depth. But I want to just add a little dirt to it. So back in the texture for color we can add another layer. So at the very top-left we'll say Add layer and choose Procedural, and that puts a Procedural turbulence layer above the bricks. Okay, and if you look here in Layout, not much is happening and that's okay, because I can come over here under the dropdown, I can choose Viewport Preview Render, the VPR, and what you'll see is now that procedural texture is what was the bump maps all being applied right there directly in Layout, and give it a second to redraw.

So let's jump back into our Texture Editor. The Texture Color is set to white. Let's change this to just kind of a dirty brown. I kind of like that. And then click into the Layout just to update it and you could see that really changing. From there, I can play with the scale of this. So let's stretch it out on the y, so it looks like something rust has dripped down the top of the wall. But I don't want the whole wall covered, so I am going to go to Falloff and I am going to make it fall off on the Y a little bit, like that. But notice where it falls off from--right down the center.

The reason being--and I am going to do a little trick here. Press the Tab key and you'll instantly hide your panels that are open, which is kind of the quick way to see your Layout. If I go back to a bounding box, what you are going to see is that the object is dropped center in the scene, and that's fine. But this X zero axis right across there, that 0, 0, X, Y, Z is right there on the center. So the falloff right here in the Texture panel is based off of that value.

So it's falling off from the zero axis, and that's why it falls off the top and bottom. That's not a problem. All we have to do is go to Position in the Texture Editor and move that Texture value up, and now it drips down from the top. And then if I wanted to, I can scale it some more on the y just to make it drip down a little bit more. So pretty easy to set up, but how would you do this in the Node Editor? Well, I am going to remove this texture, and we have just a base yellow wall that it was. I am going to hold the Shift key and click T for bump map, just to turn that bump map off, and then let's click the Node Editor.

Let's first check it to turn it on. Jump to the Node Editor. Here is our rendered node. This is the basic surface that feeds the render. What do we want to do? We want to place an image map. So we go to Add Node, and from the 2D Textures, choose Image. Double-click the Image node. A nice panel comes up allowing you to load an image. Well our bricks were already loaded in the LightWave from before, so we'll select that. Then down at the bottom I can choose the Z axis flat Planar, Automatic Sizing.

We'll just kind of click in the Layout to see it, but you can't, right? The reason is this node that you've set up, even though that has a texture, needs to be plugged into the surface. So the color of the texture we'll drop in there and you could see it apply easily. I also want a bump map. Drop it on there. So you could see right away, setting up a bump map was even simpler than it was in the Surface Editor. What about that procedural? We'll go to Add Node then we want a 3D Texture, and then we can choose the same MultiFractal or Turbulence.

I can double-click the Turbulence icon, and up here I can set in the Background color that same kind of dirty brown. And for the Foreground color, we can leave that the same, or vice versa, whichever you like. You can do an automatic sizing and then close the panel. Well right now we can't see anything because it's not fed into our image. Well, you can feed this into the bricks and it will determine how those bricks are fed into the surface. Or you can simply drop this right on top of the color and override that, just like that.

But I think instead what we'll do, I'll show you how you could feed it into the bricks. We'll take the color, we'll drag and drop Color to Background Color. We are going to take the Bump map and drop that to Bump map. And again, this is the procedural noise feeding all of this. We'll take the Alpha, meaning the transparent channels, and feed that in as well. If I double-click Turbulence now and I play with the Scale, and maybe perhaps I will make this 2 m and 2 m, something similar to before, we've got a nice streaked texture on there as well as the bump maps. Those dark areas are bumping out.

We can now set a falloff just like we did in the regular Surface Editor, and then I can move that position up and we'll set it manually to about one meter. What I'll do for the background color, I'll change this to white and I'll make the foreground color our dirty brown, and that reverses that texture on there. So you could see without much effort it's very easy to use the Node Editor. Even though it looks complex, it's actually very easy to apply different procedural textures. You can apply bump maps, you can layer them up, and you can use one procedural texture such as a turbulence to do multiple things.

So the Node Editor works quite well in conjunction with the Surface Editor to create simple or complex surfaces.

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