View Full Version : Render comes out in black and white -_-

08-02-2006, 08:53 AM
Ok, is it me, or does Layout (version 7.0) render my images in black and white? I've defetinitely put colour on a texture I've made, but everytime I render, the render is comes out in black and white. !!!!!!.


Has anyone else had this problem? Am I being stupid?

08-02-2006, 08:57 AM
Ah, I just put the texture into the 'Colour' layer instead of 'Diffuse' layer.

I have previous texturing experience with Max, and the Diffuse layer in Max was the one that I'd put my colour textures into. How come in LW this isn't so and what is the diffuse layer for?

Sorry if this is a n00b question, I'm just picking up LW.

Thanks if you've read this

08-02-2006, 09:09 AM
The diffuse channel in LightWave is to control how much light of the scene is used to light the object.

Normaly it means how much the surface of an object scatters the reflecting light.
So a mirror would have a low diffuse while velvet would have a high diffuse.
In the real world reflection and diffuseness are related to each other ('controled' by the objects surface).

Specularity and glossyness actualy don't exist in real life, they are just here to fake highlights on your objects (and to convey surface propperties). In real life, the highlights you see on objects are just reflections of the lights lighting the object.

In LightWave however you can control all these atributes seperatly.

08-02-2006, 09:46 AM

Ok, I think I understand. So the texture I put into the diffuse channel, the dark parts will receive a low amount of the light, and the lighter parts will receive a high amount of the light?

The texture along the left side of the Chinook is on the diffuse channel which would explain the glaring light on the light coloured areas of the image.

Is what I'm saying correct or am I wrong?


Thanks for the help mate

08-02-2006, 10:33 AM

08-02-2006, 10:42 AM
Nope, you are correct. You could propably use this to highten the contrast of a specific surface that way...

bob anderson
08-02-2006, 02:49 PM
ajaxrobinson wrote: "Ok, I think I understand. So the texture I put into the diffuse channel, the dark parts will receive a low amount of the light, and the lighter parts will receive a high amount of the light?"

Don't think of it as receiving light. As Sarford wrote, it's the amout of light in the scene that is scattered back into the scene, vs. obsorbed by the surface. An object set to 0% diffuse dosen't scatter any light back into the scene, thus it appears black, as it is absorbing all the light. If you use luminoscity on the surface, the object becomes self luminous and even with the diffuse set to 0 it will become visable.

Often in compositing and clip mapping, surfaces are set 100 luminoscity, and 0 diffuse.. and therefore the surface is uneffected by and lighting in the scene. Also to create shadows on objects composited in a scene you usually start with luma and diffuse set to 50 and 50, and then adjust in inverse proportion. i.e.: 60/40, 70/30 etc.

Hope that sheds som light on the topic for you.

Bob Anderson

08-03-2006, 03:23 AM
bob -

thanks for that information :) i'll have an experiment with all these values and channels.

i'm just starting work on the chinook for another day, i'll post some screens later today

thanks again !

08-03-2006, 07:31 AM
I'm just making this texture and putting it in the colour channel. Tell me what you think and any advice would be appreciated.

I don't like the bit at the front or the small tiles in the middle along the windows, I plan to remove those and put a simpler/more plain texture in it's place.


:help: :cursin:

08-03-2006, 11:11 AM
Ah, after a lot of photoshopping, and at times almost giving up hope at being able to texture this chinook, I've finally produced a texture that I'm nearly happy with :D

I still need to work on it tomorrow, but here it is so far!