Since we already have the objects loaded into Layout, we can now start adjusting
the scene of how we want the final render to look (If you don't have the objects
loaded, click the "Items" Tab at the top of Layout, select "Add -> Load Object",
then browse to where you saved it and load it in). First of all we will place
the camera to the correct position. Click to select the "Camera" Item at the
bottom of Layout, then change the view of the Universe to "Camera View". You
should now view everything from the Cameras point of view, like in picture 36.
Picture 36: What the Camera sees (Click to
enlarge)
Adjusting the Camera
When you have the Camera Item selected, activate the "Move" Tool in the Toolbar
to the left. Now edit the Position window at the bottom left of Layout and use
the following settings.
Picture 37: The Cameras Position
When you have entered all three values, hit "Enter" on your keyboard to create
a keyframe for the camera. This will make Lightwave remember that we moved the
camera to this position. Once you hit Enter you should be represented with a
window, just accept the default values and click OK here. Hint, clicking Enter
twice in a row is a fast way to create a keyframe on the current frame you're
on.
Now it's time to rotate the camera. Select the "Rotate" Tool to the left of Layout,
and then use the following settings in the Rotation window at the bottom left
of Layout.
Picture 38: The Cameras Rotation
This will rotate the Camera; hit "Enter" again to create a keyframe, so that
Lightwave will remember the Rotation we just made. Finally open up the Properties
Panel for the Camera and change the Zoom Factor to 2.5, this will make the camera
seem more focused on the bowl.
Adjusting the Light
Activate the "Lights" Item at the bottom of Layout, then hit "p" and the Properties
Panel should come up. Use the following settings for the light.
Picture 39: The Light Properties
Note! You have to change the Light Type into an Area Light before you can apply
the Intensity Falloff. Once you entered all the settings, click the "Global Illumination" button,
and use the following settings in the Panel that comes up.
Picture 40: The Global Illumination settings
Once you've entered the values, you can hit "p" twice to close down both this
Panel and the Light Properties Panel. Now change the view of the Universe to "Light
View", so that we see things from the Lights point of view, it's time to move,
rotate and scale the Light.
Keep the "Lights" Item selected and activate the "Move" Tool. Use the following
settings in the Position window.
Picture 41: The Lights Position
Next activate the "Rotate" Tool and use the following settings in the rotate
window.
Picture 42: The Lights Rotation
To make the light throw light at closer range, we also need to scale/size it
down. Activate the "Size" Tool and use the following settings in the Scale window.
Picture 43: The Lights Scaling
Once you changed all the values, create a keyframe. Since we are viewing things
from the Lights point of view, the Universe should now look something like picture
44.
Picture 44: Viewing from the Lights point of
view (Click to enlarge)
We are going to clone the Area Light that we have to give the scene a bit more
softer light. Select the Light as current Item and then select "Add -> Clone
Current Item". A question will pop up asking you how many clones, so just enter
1 and click OK. We are going to change some of the properties for this light,
so with the new light selected, press "p" to bring up the properties panel again.
Use the settings shown in picture 45.
Picture 45: The properties for the second
light
When you're done with the basic settings, click the "Shadows" Tab within the
Properties Panel and set Shadow Type to OFF here, we don't want this light to
cast shadows. Time to move and rotate this light, use the following values when
you Position and Rotate the Light.
Picture 46: The Lights Position
Picture 47: The Lights Rotation
The Size is already set to the correct value, since we cloned the first light.
Once you've moved and rotated the light, create a keyframe save the changes.
Now we're pretty much done with setting this scene up, all we need now are some
materials for those objects. If we change the view of the universe to Top now,
this is what the scene looks like.
Picture 48: The scene is done, viewed from
Top (Click to enlarge)
Change back to Camera View once you're done.
Lets try a test render to see what it looks like so far. Open up the Camera Properties
and set the Resolution to 800x600. At the top left of Layout you'll see a Rendering
Pull-down menu. Click this and select Render Options, then use the following
settings.
Picture 49: The Render Options
At this moment we don't really need Trace Reflection, Refraction and Transparency,
but since we're creating a glass bowl we've got these settings set already. So
close down the Render Options Panel and press F9 on your keyboard and let it
render! Picture 50 is my test render result.
Picture 50: The first test render
So lets get on with those materials. Open up the Surface Editor, select the Floor
Surface and use the following Basic settings.
Picture 51: Floor Surface Basic settings (Click
to enlarge)
We are going to add a fractal pattern to this surface, so click the "T" for the
Diffuse Channel and use the following settings.
Picture 52: A Procedural texture for the Diffuse
Channel (Click to enlarge)
Now since we're using 5% for Layer Opacity here, it won't be strong at all. Click
Use Texture once you're done, and that's it for the Floor Surface.
Next is the Glass Surface, so select it from the list and use the following Basic
settings.
Picture 53: The Basic settings for the Glass
Surface (Click to enlarge)
We are going to add two procedural textures for this surface, so click the T
for the Transparency Channel and use the following settings.
Picture 54: The Transparency procedural texture
(Click to enlarge)
This will add some variation to the transparency, but a very subtle one since
the Opacity is set to 5%. Click Use Texture once you're done.
Lets add some bump to, click the T for the Bump Channel and use the following
settings.
Picture 55: A Bump texture (Click to enlarge)
Just click Use Texture when you're done to save these changes. That's pretty
much it for the Glass Surface and now we only have one surface left, the Glass
Solid one. This will be quite easy, because we're just going to copy the Glass
Surface, paste it to the Glass Solid one and just change it around a bit. Keep
the Glass Surface selected and double-click the 3D preview of the texture, this
will copy the texture to the Presets Panel.
If you look in the Presets now, you should have the Glass Bowl Surface under
the Workspace Category. Now switch to the Glass Solid surface in the Surface
Editor, then double-click the Glass surface in the Presets Panel to load it in.
We are going to keep the two texture channels, so just change some of the Basic
settings to the following.
Picture 56: The Glass Solid basic settings
(Click to enlarge)
Well that's it for the surfacing part!
Looking through the Cameras eyes, the scene should now look something like picture
57.
Picture 57: The finished scene (Click to enlarge)
Now, click the "File" pull-down menu button at the top left of Layout. We are
going to save both the objects and the scene, so first select "Save -> Save
All Objects", and then select "Save -> Save Scene". Choose a place and a name
for the scene file. Now all we need to do is render this image. Open up the Camera
Properties once more, this time change the Antialiasing level to Enhanced Medium,
then close the Panel down. In the Render Options Panel, click the "Output Files" Tab
and then click the Save RGB Button. Choose a name and a location for the finished
render and click OK. Also make sure you change the Filetype for the output image,
I set mine to JPG.
Once done just close down the Render Options Panel and once again save the scene
file, then press F10 to render the image!
I hope the result of the render was satisfying and above all I hope that you
learned something from this Guide and Tutorial.
The Final Result can be seen below:
Click to enlarge
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