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reference
materialMountains Using Procedural Textures sssssssssssssssssssssssssssssssssssssssssssSpring 2006ss
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| by Steven Davis |
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This tutorial will show the Intermediate user how to create desert moutains to be used in landscapes.
Assumptions:
- The user has basic and intermediate knowledge of Lightwave and its functions in both Modeller and Layout.
- The user knows how to create lights and sky for her own scene. (Use SkyTracer tutorial) |
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The first step is to create a ground surface in Modeler.
Using the box shape primitive under the Create tab in Modeler, make a square or rectangal in the top view. (The triangles will be explained later). (Figure. 1)
Hit the N key and the Numeric: Box Tool window will pop up. Make the box have about 50 X Segments and about 40 Z Segments. Then close out of the window and click on the box button to keep the shape.
Next, hit the T key to change all of the square polygons into triangles. And then hit the Tab key to sudivide.
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In the perspective window you can see the shape we have created.
(Figure. 2)
Go to the Surface Editor button and open it. Under the Default surace, change the color to a light tan color. Also, check the smoothing box and change it's smoothing to about 49 degrees.
Save the object as Mountains or anything else you desire.
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Creating the colors for the mountains in Layout.
In Layout, open the object we created.
Go to the Surface Editor button and open it. On the Default surface, click on the T button next to the color. This will bring up the Texture Editor for the Default surface. Click the Add layer button and add a Procedural. Change all the settings to match (Figure. 3). (Ignore the other layers in the picture, we will cover those in a second.)
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Add another procedural layer, changing all the settings to match
(Figure. 4).
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Add a gradient layer, placing it above the other two layers, and change its settings to match
(Figure. 5).
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Add a final gradient layer, placing it at the very top, and change its settings to match
(Figure. 6).
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Creating the actual mountains in Layout.
Now go back to the Surface Editor for Default surface. Click on the T button next to the Bump. This will bring up the Texture Editor for the Default surface, again. But this time it is for the Bump.
Add a procedural layer, changing all the settings to match (Figure. 7). Also, under the Position tab, change the settings to X: 39.715 m, Y: 0 m, and Z: 24.235 m.
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| Add a gradient layer, placing it above the previous, and change its settings to match (Figure. 8). |
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Add a procedural layer, placing it above the previous two, and change its settings to match (Figure. 9).
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| Add a final procedural layer, placing it at the top, and change its settings to match (Figure. 10). Also, under the Position tab, change the settings to X: 12.6953 mm, Y: -50.515 mm, and Z: 0 m. |
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Fine tuning.
You should now be able to see what you have created in the perspective view. (Figure. 11)
You can add specularity, glossiness, etc., or any other surface attributes as you desire.
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To create look that displays qualities of distance, with the image getting hazy as it goes into the distance, we can use Volumetrics. Under the Window pulldown tab in the upper left of the Layout, open up Volumetrics and Fog Options. Use the settings from (Figure. 12).
Use a Textured Environment or SkyTracer to create a sky.
Change some of the settings to create snow covered mountains instead of sand covered mountains.
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Use a far off Distant Light for fairly quick renders, and decent outside feeling. (Figure. 13)
Increase you object's SubPatch Render Level under Objects>Properties.
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Add other objects into your scene, such as the road I've inserted.
(Figure. 14) |
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web page contact: Vonda Yarberry
MissouriState - Computer
Animation Resources Home
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