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 1:52 am

Admin

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


Landscape Modeling

Tutorials LightWave 3D Texturing 102: Gradients & External Parameters IntothinairModeling
a landscape can be done in many different ways.
In this tutorial we will explore 2 ways to do
it: one using the SDTS loader, the other by using
procedural textures.



Both techniques rely on the
use of subdivision surfaces. To create the base
object that will be turned into the landscape:

  1. Start Modeler.
  2. From the top view use the box tool to create
    a flat plane. Enter (1,1,0) for the size and
    center it at (0,0,0).
  3. Convert the polygon to a subdivision surface
    using the Tab key.
  4. Assign a surface to the polygon (q), name
    it "Rocks".
  5. Save the object.
  6. Switch to Layout and load the object.
  7. From the Objects Item Properties panel,
    set the Display SubPatch Level to 20 for openGL
    preview and the Render SubPatch Level to 100
    for rendering. This will provide a larger number
    of subdivisions needed to generate the landscape.


SDTS maps:

SDTS images are satellite measurements
of elevation maps, they give exact data about
the topology of wide areas that cover most of
the US map, they can be freely downloaded and
are available online.

[Tens de ter uma conta e sessão iniciada para poderes visualizar este link] or [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]

The SDTS loader was created
as an image loader plugin by Marvin Landis. It
loads the elevations for each point and converts
them to floating point values between 0 and 1.
You can then use the image map as a displacement
texture to affect the geometry:

  1. Go online to the above address. Select a
    location from which you want get the elevation
    map. Download the file. Now if you work on
    Windows, you might have to rename the file
    from "xxxx_tar.gz" to "xxxx.tar.gz", after
    that you can extract the archive using WinZip.
  2. From the Object Item Properties panel, Add
    a Displacement Map to the object by clicking
    on the T (Texture) button that's located on
    the Deformations tab.
  3. Load the SDTS image (it doesn't matter which
    one you select, the loader will find the elevation
    data).
  4. Set the projection axis to Y.
  5. Click on automatic sizing. Now you should
    see the landscape in Layout.

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Dispmap</td>
</tr>
</table>


To set the lighting you can
use the LW_SunSpot plugin that will give you
the correct lighting conditions given the location
and the date and time:

  1. Select the Light. Open the Motion Options
    panel.
  2. Add LW_SunSpot modifier, open its editor,
    set the date and time.


Procedural maps:

Another easy way to create
a landscape is to use a procedural texture instead
of an image map as a displacement. The benefit
of doing so is that you can explore the procedural
texture, tweak the settings and find the place
you like most, which you can not really do with
an image map. One the interesting things about
procedural textures is that they are often based
on fractal techniques, which were themselves
inspired by the observation of mountains and
coastlines, so fractal textures are naturally
well suited for landscape modeling.

  1. On the same scene, add a Null object in layout
  2. Open the displacement texture editor (objects
    properties, Deformations displacement map).
  3. Change the layer type to procedural, set
    the procedural type to "Crumple". Crumple is
    a very good basis for mountains, though what
    you should see is very noisy: peaks everywhere
    with no real structure. That's because the
    fractal dimension is wrong, this value is very
    important when trying to simulate natural phenomena's
    such as mountains, it can be translated as
    a roughness parameter. We can set the fractal
    dimension by adjusting the small power, this
    sets the relative amplitude of increasing frequencies.
    A value of 1 means that each frequency will
    have the same amplitude resulting in a rather
    noisy signal with lots of spikes, lower values
    will make the signal smoother by attenuating
    high frequencies. Set the Small Power to 0.3,
    this seems to give pretty natural landscapes.
  4. Set the reference object to "Null". Now that
    we have done that we can move the object around
    and visually explore the texture. This is also
    a way to animate the texture, notice how the
    texture evolves when moving the null on the
    Y axis. What is happening there is that we
    are slicing the texture with the XZ plane,
    thus when moving along the Y axis we get a
    different slice of the texture, creating this
    interesting animation effect.

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Dispmap_2Landscape Surface Settings

For the surface settings, load
the scene Snowy_Mountain.lws.
From the Render Options panel, set "Enable VIPER" on
and render. This will allow us to work on the
surface with a direct preview on the rendered
image:
<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Mountain_preview</td>
</tr>
</table>

Open the surface editor, open
VIPER (in the options or F7), click on "Render" in
the VIPER window, you should now see the mountain.
Note that the preview does not look exactly like
the final render, this is because we are previewing
the surfaces, the effects of shadows, fog, pixel
filters, etc. are not taken into account for
surface previews.

We are going to recreate a
snowy rocks shader similar to the one used in
the introduction image, for that we will need
to create a color texture and a bump texture.
The bump is used as an additional layer of geometry:
it is adding the small details that the displacement
can not create considering the limits imposed
by the number of polygons that can be used for
the model. It is interesting to see how we can
model different levels of details with the same
tools: the shape of the mountain, the rocks on
the mountain, the distribution of mountains in
the scenery, everything obeys the same fractal
behavior

The Bump Texture:

Let's start with the bump channel.
On a snowy mountain, the bump will vary greatly
depending on the presence of snow: where the
snow sticks (that is where it's not too steep),
the rocks are not apparent and therefore the
bump (or roughness) is null. Of course where
we have rocks it is very steep and the bump/roughness
is high. So we have a simple parameter we can
use: we can filter the bump by the slope, that
will keep the flat areas smooth and flat and
make the steep areas rough and bumpy.

  1. Open the Surface Editor and select the 'Rocky'
    surface.
  2. Add a texture to the Bump channel, set the
    Layer Type to Procedural and the Procedural
    Type to Crumple. Set the Texture Value to 300%
    so that we have a strong effect.
  3. Set its Scale to the following: ( 0.3, 0.1,
    0.1 ).
  4. Add a gradient layer. Set the parameter to
    slope, set the blending mode to Alpha. Add
    2 keys: one at 0.25, the other one at 0.5.
    Set the value of the 2 first keys to 0. You
    should have the following gradient:

<table align="center" border="0" cellpadding="10" cellspacing="0" width="160">
<tr align="center">
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Snow_bump_slopegrad </td>
</tr>
<tr align="center">
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Snow_bump_slopegrad2</td>
</tr>
</table>

As you can see in the preview,
that makes the bump apparent on non flat areas
only, we can adjust this by just moving the keys
in the gradient. The gradient really acts like
a mask on the underlying texture. Now that we
have the bump, we just need to set the color.
In the surface editor, set the bump amplitude
to 0 % for the moment, so that we can work on
the color alone.

The Color Texture:
What we want to do here is to create is a strata
rock texture.

  1. Add a texture to the Color channel, set the
    Layer Type to Procedural and the Procedural
    Type to Turbulence, set the Texture Color to
    black.
  2. Set the Scale coordinates to the following:
    ( 2.0, 0.1, 2.0). Set the texture to "World
    coordinates". As you can see, this makes the
    texture stretched in the XZ plane and compressed
    along Y:

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Strata_base</td>
</tr>
</table>

  1. Add a Gradient layer, keep the Input Parameter
    set to Previous Layer, create a ramp of color
    in the brown tones to achieve something like
    the sample below. What we did here is just
    to remap the values created by the previous
    layer with a color ramp. This is close to what
    we want, but a strata rock texture in nature
    would be much less regular. To simulate that
    we can use a texture displacement layer:

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Strata_color</td>
</tr>
</table>

  1. Add a Procedural layer, Keep the Procedural
    Type as Turbulence. Move it to the bottom of
    the list, and set its Blending Mode to Texture
    Displacement. Set the scale to ( 0.3, 0.3,
    0.3 ). Here is what the Viper window should
    show:

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Strata_disp100</td>
</tr>
</table>

  1. Obviously the perturbation is way too strong.
    Adjust the layer opacity to 10%, that looks
    much better now:

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Strata_disp10</td>
</tr>
</table>

  1. Now for the snow : Add a Gradient layer and
    set the Input Parameter to Slope.
  2. Set the first key to be white.
  3. Add 2 keys: one at 0.25, the other at 0.5.
    Set the alpha channel for the last key to 0
    %. You should see this:

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Strata_snow</td>
</tr>
</table>

  1. Go back to the Surface Editor and set the
    Bump channel amplitude to 100. We now have
    the final surface with the effects of the bump
    and color textures combined:

<table align="center" border="0" cellpadding="0" cellspacing="0" width="160">
<tr>
<td>Tutorials LightWave 3D Texturing 102: Gradients & External Parameters Mountain_complete</td>
</tr>
</table>
Voila c'est fini !

Make a full render (F9), the
final image now also has the effect of fog using
both LightWave®'s standard fog and the ground
fog (Effects->Volumetrics).</td></tr></table>
]

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 fórum no Forumeiros | ©phpBB | Fórum gratuito de ajuda | Denunciar um abuso | Fórum grátis