View Full Version : Surface Variety

05-08-2003, 11:54 AM
I am converting from 3D Studio to Lightwave and need a little help.

I load an object into Layout (ex. sphere). I want to practice texturing objects. So I create a texture, easy enough. Now I want to clone the sphere and create a second texture. And repeat this process until I have an array of spheres each with a different texture.

Example of what I want:
Sphere A is wood.
Sphere A (clone #1) is brushed metal
Sphere A (clone #2) is brick
Sphere A (clone #3) is stone

The result I get when I try this is an array of spheres all with the same texture.

Example of what I get:
Sphere A is wood.
Sphere A (clone #1) is wood.
Sphere A (clone #2) is wood.
Sphere A (clone #3) is wood.

Do I have to save a seperate version of my object for each material?

I know I am just overlooking something obvious. But could you please help.
Also: As a side note: Who wrote the Lightwave Manual?
Could it be any less straightforward?

05-08-2003, 12:04 PM
You have to assign a new surface to each sphere. You assign a surfaces to polygons, not by object. As you copy each sphere, select it's polygons (right click and lasso, or select one poly and hit the ] key), then hit your q key. This brings up the Assign Surface dialog. Just give each sphere a new surface name.

05-08-2003, 12:33 PM
LightWave's clone command doesn't work in the same way that instancing does in 3DSMax (unfortunately)

05-08-2003, 02:50 PM
so basically, i need a new object (sphere) for each material?

that seems counter-productive.
what if i wanted a squadron on fighter jets, each with its own insignia and decals, your saying i would need a seperate .obj file for each plane?

and there is no way to assign a new surface in layout? only in modeler, right.

05-08-2003, 03:06 PM
Yes, or different layers.
And yes.

It can be surprising at first but once the habit has sunken in it's really not a big deal.

Phil, who agrees instancing would be nice though.

05-08-2003, 03:14 PM
thanks for the assistance.

stupid learning curves.