Graphics Programs Reference
In-Depth Information
Note
Incidence Angle gives you a gradient spread
from 0, facing perpendicular to the camera,
to 90, facing toward the camera.
i. Set the Color of the first key to 0, 0, 0
and its Alpha to 69% .
j. Create another key anywhere on the
gradient bar. Leave its Color at 0, 0, 0 ,
but change its Alpha to 79% and its
Parameter to 50 .
Figure 4-52: A new render shows that we're
getting closer...
k.
Create another key below the key you
just created. Set its Color to 121, 23,
23 , its Alpha to 50% , and its Parameter
to 78 . (You can't move a key past any
key immediately before or after it.)
m.
Going into the Texture Editor for the
Reflection channel, assign a gradient
with the Input Parameter of Incidence
Angle .
l.
Create another key below the key you
just created. Set its Color to 95, 37,
54 , its Alpha to 0% , and its Parameter
to 90 .
n.
For the first key (representing polys
facing perpendicular to the camera), set
the Value to 0% , and change its Alpha
to 90% . (Polys facing perpendicular to
the camera will almost be
non-reflective.)
Note
The reason I maintained a reddish color in
the above step, even though the Alpha
would make that key transparent, is that
LightWave will blend from that key to its
nearest key, even as its alpha makes it more
and more transparent.
What we've done is tell LightWave to
“shade” the surface darker and darker as
polys turn away from the camera, going first
through a hint of burgundy, then to black.
o.
Create another key, leaving its Value at
0% but changing its Alpha to 0% and
making its Parameter 90 . (Polys facing
toward the camera will retain their
Reflection setting from what it is under
the Basic tab of the Surface Editor.)
Figure 4-53: A new render shows that things are
continuing to look more realistic.
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