home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Amiga Plus 1995 #5 & #6
/
Amiga Plus CD - 1995 - No. 5 and 6.iso
/
pd
/
grafik
/
lightwave
/
lightwave-apr95
/
000229_owner-lightwave-l _Mon Apr 10 23:55:05 1995.msg
< prev
next >
Wrap
Internet Message Format
|
1995-05-06
|
4KB
Return-Path: <owner-lightwave-l>
Received: by netcom2.netcom.com (8.6.12/Netcom)
id SAA27649; Mon, 10 Apr 1995 18:54:44 -0700
Received: from mail04.mail.aol.com by netcom2.netcom.com (8.6.12/Netcom)
id SAA27587; Mon, 10 Apr 1995 18:54:24 -0700
From: PalaBart@aol.com
Received: by mail04.mail.aol.com
(1.37.109.11/16.2) id AA127995233; Mon, 10 Apr 1995 21:53:53 -0400
Date: Mon, 10 Apr 1995 21:53:53 -0400
Message-Id: <950410214724_78774734@aol.com>
To: lightwave-l@netcom.com
Subject: Re: Brass, Multiple Objects
Sender: owner-lightwave-l@netcom.com
Precedence: bulk
On 95-04-08 22:15:12 EDT
jamesb@clark.net (James Brooks) wrote
>Anyone out there have any textures of shiny brass , it is almost like
>gold but the reflective properties have to be shinner (sp?)
Here's 2 brass surfaces I used a few years ago. (They also appear in my
"Modeling and Animating Machines" tape) They're not very shiny, they
were designed for machine surfaces, but should be a good place to start.
I would suggest the following alterations to make them closer to what
you want.
1. Substitute a framestore made of a picture of the rest of the room for the
"Fractal Reflections" in "Reflected Image". Just render a frame from the
headboard's POV looking at the rest of the room. Save it as a framestore and
load it as an image in layout. Med res with no anti aliasing should do real
fine. The image is going to be pretty distorted by the headboard anyway.
This method saves scads of rendering time by avoiding "Trace Reflections".
2. You may have to increase the size of the fractal noise and Fractal refl.
textures. These
were for a 2cm x 40cm shaft, and may be too small for your headboard.
3. Try medium glossiness instead of low. Experiment with the color also.
Brass 1
Color 200, 160,40
Diff=20%
Spec=20%
Glossiness=Low
Refl=60% Tex= Cylindrical Z axis Fract Refl Size .02, .02, 20
Refl Image: Fractal refl
Color Highlight On
Smoothing On
Brass 2
Color 200, 160,40
Diff=20%
Spec=80%
Glossiness=Low
Refl=80% Tex = Fract Noise Value 80% Freq=1 Cont=1 Size .001, .001, 20
Refl Image: Lo Contrast Fractal Refl (Frac Refl image
processed thru ADPro
to lower contrast.)
Color Highlight On
Smoothing On
This is a lighter, less heavily marked surface
Both of these surfaces are "imperfect". That is they have a slight
"roughness" imparted by fractal noise and fractal reflections. One big
mistake animators make is to leave a surface too perfect. It will
reflect perfect images, like a mirror, but will not look realistic. Real
world surfaces have dings, scratches, buff marks, etc. and other minor
imperfections that are almost un-discernible. Using fractal noise mimics
this imperfection in your surfaces and comes closer to the real world.
>I was wondering is it better to have SEPARATE objects in LAYOUT >or have
>the object as one when you are finished with modeling and >positioning the
>objects?
In general it's best to model individual objects in a scene then assemble
them in Layout.
1. Allows maximum flexibility and easy reuse of objects. For example why
create 6 kitchen cabinet doors, when you only need one, and 5 clones.
2. It's also far easier to alter objects during development if they are not
part of another, more complex object.
3. Suppose one part of an object (your kitchen) needs to move (the fridge
door, for example). You can't do that easily if you've got all of the
kitchen as a single object.
4. You can render and check objects individually, rather than the whole
thing. Makes surface and object development easier and faster.
5. It's easier to see what a scene looks like and alter it in Layout than it
is in Modeler.