Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||Tutorials LightWave 3D Texturing 102: Gradients & External Parameters
INB Português Fórum
BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com
INB Português Fórum
BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com
INB Português Fórum

BEM - vindo a indústria nativa e boffin) Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito boffin VEIO a mad labs.Casa inbforum.com, Nome Definitivo: inb-english.forumotion.com


Você não está conectado. Conecte-se ou registre-se

《《《《《《《上一页INBforum   Ir para baixo

上一页INBforum》》》》》》》Ver o tópico anterior Ver o tópico seguinte Ir para baixo  Mensagem [Página 1 de 1]

1Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Empty Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Qua Jan 26, 2011 1:51 am

Admin

Admin
Admin
by Gregory Duquesne
Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Pixel_black


Gradients and External Parameters
We have seen in the "pink dots" example how
we can relate a texture to a surface geometry,
in that case: the slope. This is just one example
of the many parameters that gradients can deal
with. The list of parameters available to a gradient
will depend on the texture context, that is what
the texture is being applied to. For instance
a gradient applied as a texture on a volumetric
light will have the following parameters:


  • Previous Layer
  • Distance to Light
  • Light Incidence
  • Distance to Camera
  • Distance to Object

Now if you have a gradient on a HyperVoxel
particle age you will get the following parameters:


  • Previous Layer
  • Distance to Camera
  • Distance to Object
  • Particle Age

The parameters are different because the nature
of what is being textured varies a lot from a
surface, to a point in a volumetric light, to
a hypervoxel particle. Because all these things
are very different in nature their offer different
parameters to use. One parameter that is always
available for any gradient is "Previous Layer",
if we take the pipe line analogy that we discussed
earlier, that simply means that the gradient
is going to use the output from the previous
layer coming down the pipe. Here is an example
of what it does on a turbulence procedural layer:
<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Prevgrad</td>
</tr>
</table>
By doing this we did something that is very
common in procedural texture schemes, we remapped
the values created by the "Turbulence" function
to the color values set by the gradient. This
way it is very easy to simulate marble for instance.
We canot describe all the different parameters
here, but here is a list of some of the most
interesting ones and the effects they can achieve:
<table align="center" border="1" bordercolor="#cccccc" cellpadding="10" cellspacing="0" width="466">
<tr>
<td align="left" valign="top">Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Bumpgrad</td>
<td align="left" valign="top"> Bump:

This parameter sets
the color based on the bump amplitude.
This is a great way to enhance realism
for rock textures, lava effects, etc.
</td>
</tr>
<tr>
<td align="left" valign="top">Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Incidencegrad</td>
<td align="left" valign="top"> Incidence Angle:

This can be used to
simulate the Fresnel effect. The good thing
about it is that you can apply it on every
channel and control the curve by just adding
keys. In this example transparency and
reflectivity are modulated using the incidence
angle parameter.
</td>
</tr>
<tr>
<td align="left" valign="top">Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Light_incidencegrad</td>
<td align="left" valign="top"> Light Incidence:

This parameter is the
same as incidence angle but seen from a
light instead of a camera. In principle,
cel shading could be simulated using this
input parameter
</td>
</tr>
<tr>
<td align="left" valign="top">Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Hvgrad</td>
<td align="left" valign="top"> Particle Age:

This parameter is available
for HyperVoxels only. It is very useful
to change particle properties such as color
and density over time. In this example,
the texture amplitude and color are changed
with the particle age, at age 0 the texture
amplitude is null and the color is white,
at age 1, the texture amplitude is 100
% and the color is orange.
</td>
</tr>
<tr>
<td align="left" valign="top">Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Weightgrad</td>
<td align="left" valign="top"> Weight Maps:

This parameter uses
the vmaps from an object. It extracts the
value of the vmap at the current location
and uses it as the input parameter.
</td>
</tr>
</table>
The great thing about weight maps is that
you can use them as a way to "paint" values on
your geometry that you can later interpret using
gradients in displacement, color textures, etc.
Here is a simple vmap on a plane (this is a
top view). By applying a displacement texture
that uses a gradient with the weight map input
parameter will give the bottom results:
<table align="center" border="0" cellpadding="10" cellspacing="0">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Vmapgrad_top</td>
</tr>
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Vmapgrad_2</td>
</tr>
</table>
In the previous example we could have used
the gradient as an alpha channel on a procedural
displacement texture (the way to do that from
the example above would be to add a procedural
layer and move it below the gradient layer),
therefore limiting the displacement texture to
the red areas of the geometry with a nice natural
falloff where it becomes green. The same idea
can be used for setting the surface color or
anything that can be textured on a surface. In
that respect, the weight map really acts like
a built-in image map, used in conjunction with
textures it can be a really powerful tool.

Up Next: Texturing
103: Creating a Landscape
]

http://pt.inbforum.com

上一页INBforum   Ir para baixo

上一页INBforumVer o tópico anterior Ver o tópico seguinte Ir para o topo  Mensagem [Página 1 de 1]

Permissões neste sub-fórum
Não podes responder a tópicos

Copyright ©2009-2010 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

IT:SINGLESERVGoogle谷歌翻译TranslateFORUMSOFTLAYERGoogle谷歌广告联盟AdSenseAsia

 

Criar um fórum | Tendência e Sociedade | Temas de sociedad | ©phpBB | Fórum gratuito de ajuda | Denunciar um abuso | Criar um fórum