Graphics Programs Reference
In-Depth Information
Note
The 'droids use the FI's_PatchyR procedural
texture.
PC crowd: You'll have to make sure you add
the fisptxtrs.p plug-in. (More info on FI's pro-
cedural textures can be found in Appendix A.)
Mac crowd: Using Surface Baker (see the
LW manual for more information on this très
cool shader that is currently hard-coded as a
part of LightWave — it can't be used over
ScreamerNet just yet), I've created a Mac
version of the probe 'droid for these next exer-
cises. Be sure to work with the _Mac versions
of the 'droid and his scenes.
If you're wondering how to “bake” a
procedural bump channel when Surface Baker
doesn't have this as one of its options, see the
LW manual to get up to speed on the “whos”
and “whats” of Surface Baker. You copy the
texture layer(s) you're using for the bump
channel to replace all layers of your color
channel and with 100% Luminosity, 100% Dif-
fuse, 0% Specular, 0% Transparency, and 0%
Bump, render a frame with the Surface Baker
shader active and set to create an appropriate
UV texture map. The image the Surface Baker
shader generates can be used as a bump map
for machines that don't have access to your
procedural shaders!
Figure 17-33
2.
The first step to getting these guys
composited onto a live-action plate is to
load that plate into Effects | Compos-
iting | Background Image. (Either
select the plate, if CountryRoad.png
is already in the list, or choose (load
image) and select Images\Chap-
ter17\CountryRoad.PNG if it isn't
in the list.) You can get a really good
feel for how this composite will look by
choosing Background Image in the
Display Options | Camera View Back-
ground — your camera viewports will
show your objects over your back-
ground image.
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