PDA

View Full Version : Texture Question



Hypershade
09-15-2004, 06:46 PM
With respect to the color channel, when you use texture maps whether bitmap or procedurals does lw ignore the color in the color slot ... what if you lower the image maps opacity strength

The same goes for diffuse, specularity, etc ... if you use image maps and or procedurals, does the initial pecentage value get ignored for what ever is in the ' T " s respective channel

EmperorPete
09-15-2004, 07:23 PM
If you add a map to the colour channel, LW will use the map instead of the colour you set in the colour picker. If you lower the opacity, LW will blend between the two. Try out the other modes for the map (additive, alpha, and so on); you can get some really nice results with them.
I'm not too sure about the practical results of the other channels (diffuse and so on), but I hope that's of some help :)

Integrity
09-15-2004, 11:40 PM
To add on the other channels will render the same type of thing just like the color channel. But the other channels will only use a grayscale version of whatever you put in the texture button. It will use white in the texture as the layer's opacity and black as 0%.

Let's say you want to mess around with the transperancy channel...you have a simple plane that has a fence texture on it, and you want the parts where the fence is open to be transparent (obviously). You could put a texture on it where white is drawn to show the open in-between parts, and black is where the wooden planks are. If you put this texture within the transparency channel, it will overwrite whatever you have as a percentage and use that instead (if you have ever played with making games them you'll find this useful).

But if you want; for another reason, the white in the texture (respectively a value of 255 in data terms) to be only half transparent, you can set the layer's opacity to 50%, then adding onto whatever percentage you put in the transparency channels original settings. The power of Lightwave is being able to mix an match several layers with (in Photoshop terms) blending modes mixed along with the original percentage. This power is what enables you to make very realisitic renders, especially when playing around with the other channels such as specularity (even though it is a fake representation of bright reflections).

I hope this helps.

faulknermano
09-16-2004, 05:31 AM
if you want the color slot influence, use additive blending mode for the first layer (and/or subsequent layer).

Hypershade
09-16-2004, 11:21 AM
What about this scenario ... lets say you set the diffuse to fifty percent, then use a painted map and or some procedurals. In the texture editor you play with the opacitys and modes for the blending of the maps ... what happens to the initial fifty percent diffuse value, is it overided with the maps

Hypershade
09-17-2004, 10:06 PM
>>>>>.....

faulknermano
09-17-2004, 10:41 PM
>>>>>.....
exactly 10 characters. cool. :)


again, the initial slots, be it diffuse, spec, color, are like a layer in themselves. what happens to them depends on the blending mode of your first layer. if your first layer blending mode is normal, then it overwrites it, if additive, then adds. or something like that. :D

Hypershade
09-18-2004, 10:50 AM
exactly 10 characters. cool. :)


again, the initial slots, be it diffuse, spec, color, are like a layer in themselves. what happens to them depends on the blending mode of your first layer. if your first layer blending mode is normal, then it overwrites it, if additive, then adds. or something like that. :D


now I understand, thanks