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    Rendering The LanternBy Erik Brimstedt

    Chapter 1 Basic Scene

    Before we start texturing this Lantern we are going to create a very simple scene for it.This scene will contain of a single box with the polygons flipped inwards, which will act

    like a room. Start the Lightwave Modeler and activate the Box Tool, then use thefollowing settings in the Numeric Panel.

    Picture 131: The Box Tool settings

    Close down the Numeric Panel and press Space to deselect the Tool. Flip the polygons bypressing f on your keyboard. The room is finished; all we need to do is apply a surfaceto it.

    Press q to bring up the Change Surface Panel and create a new surface for this roomcalled Walls, just use the default settings and click OK. This is it for the modelling part,save this object now, you can call it Box.lwo.

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    Okay, lets set the lights up, select the Light Item and open up the Item Properties Panel

    by pressing p on your keyboard. Change the Properties of the Lightsource to thefollowing.

    Picture 135: The Lightsource properties

    Close down the Properties Panel when youre done. We need to move, rotate and scalethis Lightsource a bit to fit our scene, so with the Light still selected, activate the Move

    Tool and use the following settings.

    Picture 136: The First Lightsources Position

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    Before we continue, lets change some of the Display Options in Layout. Press d to bring

    up the Display Options Panel, then use the following settings in the OpenGL section.

    Picture 137: OpenGL settings

    Were only using 1 OpenGL light for this scene; since we are adding a second Lightsourcelater on the OpenGL preview might get too bright.

    Keep the Lightsource selected and activate the Rotate Tool, then use the followingsettings.

    Picture 138: The First Lightsources Rotation

    Once youve rotated the Light, press Enter twice to create a keyframe. Next activate

    the Size Tool and use the following settings.

    Picture 139: The First Lightsources Scaling

    Once youre done, create that keyframe. Before we continue, lets save this scene as

    Scenery.lws, just in case. With the Lightsource still select, select Add -> CloneCurrent Item to duplicate it, then activate the Move Tool and move this newLightsource to the following position.

    Picture 140: The Second Lightsources Position

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    Once youve moved it, create a keyframe for it. Next activate the Rotate Tool and rotate

    the second Lightsource using the following settings.

    Picture 141: The Second Lightsources Rotation

    And once again keyframe it once youre done. Since we cloned the first Lightsource we

    dont need to scale it down, but we are going to change some of the properties for thissecond Lightsource. Open up the Properties Panel by pressing p, then use the followingsettings.

    Picture 142: The Second Lightsource Properties

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    There were only 2 things you needed to change for the second Lightsource. The Light

    Intensity should be 70% and the Shadow Type should be set to Off. Okay, now weredone with the Camera and the Lights, so lets take care of the Box Surface. Open up theSurface Editor and select the Walls Surface there. The Surface Preview will most likely

    be a very bright white ball now, so lets change that first. Right click on the SurfacePreview window and a small menu should pop up. There should be an option there called

    Use Scene Lights, and we dont need that one right now so turn it off.

    The Surface for the Walls will not be very advanced at all, we are just going to add aprocedural texture in the diffuse channel to get some variation in the material, but firstlets change some of the basic settings. Use the following settings for the basic WallsSurface.

    Picture 143: The Basic settings for the Wall surface

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    Click the T for the Diffuse Channel, then use the following procedural texture.

    Picture 144: The Procedural Texture for the Diffuse Channel

    Click Use Texture when youre done, and thats it for the Walls Surface. Our simpleBox Scene is done, but lets see what it looks like when rendered.

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    Open up the Render Options Panel and set the Render Display to Image Viewer

    FP, leave the rest to the default values and close down the panel. Now press F9 torender a test frame, the result should look something like picture 145.

    Picture 145: A test render of the scene

    Okay, save all the objects now to make sure the Surface attributes stays, then save thescene as well.

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    Before we add the Lantern to this scene we are going to edit it a bit in the Modeler, so

    start up the Modeler now and load in the Lantern Object. Open up the Surface Editor andselect the Metal Surface, for now we are going to give it a basic grey surface, so use thefollowing basic settings.

    Picture 146: The Metal surface for now

    Once youre done, close down the Surface Editor. Switch to Layer 9 and also switch toPolygon Mode. Later on in Layout we are going to make the main steel wire (the one thatis connected to the handles) rotate a bit, but to do this we need to put it in its own Layer.

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    In the Bottom Right Viewport, click somewhere on this steel wire to select a few of its

    polygons, like in picture 147.

    Picture 147: A few polygons selected on the main steel wire

    We want to select all the connected polygons to this steel wire, and theres a tool for this

    purpose. Switch to the Display Tab and click on the Sel Connect button which you willfind in the Tools list to the left, like in picture 148.

    Picture 148: Click the Sel Connect button

    This should select all the polygons of this steel wire, so press x now to cut them out of

    Layer 9, then switch to Layer 10 and paste it in there. Thats it, press s now to save the

    changes, then close down Modeler and switch back to Layout.

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    Load the Lantern into this scene now, once done it should look something like picture

    149.

    Picture 149: The Lantern added to the scene

    First of all we are going to group all the Layers of this Lantern together, so that we canrotate all the parts simultaneously yet move them all at the same time. Select Add ->Objects -> Add Null and name this null Lantern_Null. Open up the Scene Editorand select all the Lantern Layers like in picture 150.

    Picture 150: The Scene editor; select all the Lantern Layers

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    Once youve selected all the Layers, simply click and hold down your mouse button on

    one of them, then drag them over the Lantern_Null object in the list to parent themto it. Picture 151 shows my Lantern Layers after they were parented.

    Picture 151: The parented Lantern Layers

    The Lantern_Null should now be on top of all the Lantern Layers, and you should seea small white arrow in the beginning of the Lantern_Null object in the list. This whitearrow indicates that objects are parented to it. If you click the white arrow all the LanternLayers should disappear, or hide within the Lantern_Null. This is it for the Scene

    Editor; you can close it down now. Okay, lets rotate that steel wire a bit, so that it restsdownwards sort of. Make Layer 10 as Selected Item now, then select Pivot -> MovePivot Point Tool in the Tools list to the left of Layout. We want this steel wire to rotatearound where it is connected on the handles of the Lantern. Change the View of theLayout to Back and fit the Lantern in the Viewport using the Zoom and Pan Tools, sothat it looks something like picture 152.

    Picture 152: Move the Pivot Point to where the steel wire is connected to the handles

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    So move the pivot point upwards now, and to make things a bit easier you can zoom in

    on the section where the steel wire connects to the handles. Picture 153 shows a close upof my Pivot Point after I moved it.

    Picture 153: Pivot Point Moved

    Okay, keep Layer 10 as selected Item and activate the Rotate Tool, then use thefollowing settings for the rotation.

    Picture 154: The Rotation for the steel wire (Layer 10)

    Create a keyframe after youve rotated it.

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    Open up the Render Options Panel and turn on Ray Trace Shadows, then make a test

    render by pressing F9, it should look something like picture 155.

    Picture 155: A test render at this point

    Now lets rotate the whole Lantern a bit so that we see it more in-front sort of. Select the

    Lantern_Null as the Selected Item, then activate the Rotate Tool and use thefollowing settings.

    Picture 156: The Rotation for the Lantern_Null

    Create a keyframe after youve rotated it.

    Okay, were done with the basic scene for our Lantern, so select Save All Objects now

    from the menu, and also save the scene file.

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    Chapter 2 Surfacing

    Alright, were going to create a shiny metal surface with a few flaws here and there forthis lantern. Most important when creating a metal surface is the surrounding area, i.e.

    what will be reflected, and this simple scene weve built will create a very nice result onthat part. We will start out with the glass surface though, so well have that one ready

    when we start out on the metal. Open up the Surface Panel and select the Glass surface,then use the following basic settings.

    Picture 157: The Basic settings for the glass surface

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    Lets add some noise in some of the texture channels, click the T for the Specularity

    Channel, then use the following settings.

    Picture 158: The Procedural texture for the Specularity Channel

    Click Use Texture once youre done, then continue with adding the following procedural inthe glossiness channel.

    Picture 159: The Procedural texture for the Glossiness Channel

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    Click Use Texture once youre done. This glass material will reflect the surroundings as

    well, but were going to tone down the reflectivity as the polygons of the glass turnsaway from the camera, know what I mean? We will do this by using a Gradient Map, soclick the T for the Reflection Channel now and use the following settings.

    Picture 160: The Gradient map for the Reflection Channel

    The Top Key should have the following settings:

    Value: 100%Alpha: 100%

    Parameter: 0.0

    And the Lower Key should have the following settings:

    Value: 100%

    Alpha: 0%Parameter: 90

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    Thats it for the Glass Material, lets get on with the Glass_Solid surface now. The

    Glass_Solid surface will be very simple. All this surface will do later on in the renderingprocess is to tell the light to stop bending as it has passed through the glass. Use thefollowing basic settings for the Glass_Solid Surface.

    Picture 161: The Basic settings for the Glass_Solid surface

    Thats it, were not going to do anything more to this surface.

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    Switch to the Metal Surface and use the following basic settings.

    Picture 162: The basic settings for the Metal surface

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    Close down the Surface panel for now, then open up the Properties Panel for the Camera

    and set the Rendering Resolution to 800x600, thats what well use for test rendering.You can use more or less if you want to though. Also open up the Rendering OptionsPanel and use the following settings for now.

    Picture 163: The Rendering Options

    Now press F9 for a test render, it should look something like picture 164.

    Picture 164: A test render

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    Open up the Surface Editor again and select the Metal surface, lets start adding some

    textures in the channels. We are going to add quite many layers in the Colour Channel.Different textures in different colours to make small variations in the material. Click the Tfor the Colour Channel and use the following settings for the first layer.

    Picture 165: First Layer in the Colour Channel

    Add another Layer and use the following settings.

    Picture 166: The Second Layer in the Colour Channel

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    Add another layer with the following settings.

    Picture 167: The Third Layer in the Colour Channel

    Add yet another Layer with the following settings.

    Picture 168: The Fourth Layer in the Colour Channel

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    Add another Layer with the following settings.

    Picture 169: The Fifth Layer in the Colour Channel

    Okay, just one more and were done with the Colour Channel! Add another one with thefollowing settings

    Picture 170: The Sixth and last Layer in the Colour Channel

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    Now, all these Layers will create variations in the colour for our material, a test render at

    this point should look something like picture 171.

    Picture 171: A new test render

    Since the opacity of the layers we just added are all quite low, you wont notice much

    difference, but thats just fine, we dont want heavy colour variations.

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    Lets add some dark variations as well. Click the T for the Diffuse Channel and use the

    following settings.

    Picture 172: The texture for the Diffuse Channel

    Thats it for the Diffuse Channel.

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    Next were going to add some variations for the specularity. Click the T for the

    Specularity Channel and use the following settings.

    Picture 173: The Texture for the Specularity Channel

    Thats it for the Specularity Channel, click Use Texture when youre done.

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    Now, for the Reflection Channel we are going to use another Gradient Map. We are going

    to use the same technique as with the glass earlier, where the polygons of the object willreflect less as they turn away from the camera. Click the T for the Reflection Channel anduse the following settings.

    Picture 174: The Gradient Map for the Reflection Channel

    The Top Key should have the following settings:

    Value: 100%Alpha: 100%

    Parameter: 0.0

    And the Lower Key should have the following settings:

    Value: 100%

    Alpha: 0%Parameter: 90

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    Click Use Texture once youre done. A test render should look something like picture 175

    at this point.

    Picture 175: Another Test render

    Note that the material will look dull until we choose to raytrace reflections. This will takesome more rendering time so Im keeping it turned OFF for now. Lets add some bumps

    to this surface as well, so click the T for the Bump Channel and use the following settingsfor the first layer.

    Picture 176: The first Bump Layer

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    Add another Layer and use the following settings.

    Picture 177: The second Bump Layer

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    Add a third Layer and use the following settings.

    Picture 178: The third and last Bump Layer

    The last Layer we added here will create more drastic holes in the metal, as if the metal

    was damaged. Thats pretty much it for the Metal surface, and our Lantern is now fullytextured and ready for some rendering.

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    Open up the Properties Panel for the Camera and turn Anti Aliasing on, Im using

    Enhanced Medium. Ill be rendering this in 1024x768 but you can choose whichresolution you want. Further on, in the Rendering Options Panel, use the followingsettings.

    Picture 179: The Rendering Options

    Also, make sure you choose to save the finished Render in the Output Files tab.

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    Thats it, press F10 to start the rendering. This will take some time due the reflections inthis scene. I hope you enjoyed this Tutorial and I wish to thank you for reading it! Picture180 shows the Final Render!

    Picture 180: The final render!