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CONTENTS LIGHTWAVE 3D 7 TUTORIAL
Chapter 1: Introduction About the Manual LightWave Overview Hardware Lock Installation Parallel Port Lock (PC) Upgrading From a Prior Version Software Installation Registering Your Software Contact Information for Registration Licensing Your Software Running the Program Optimizing RAM Usage LightWave 3D Resources Internet Resources NewTek Web and FTP Sites Community Technical Support Chapter 2: Conventions Typographic Conventions Directory Structure Typefaces Keystroke Combinations Mouse Operations Attenti-cons Key LightWave Terms & Concepts Working with the Interface Chapter 3: Common Interface Items The Hub Properties The Image Viewer The File Menu Image Control Panel File Saving The Magnify Menu The Visual Browser VIPER:The Interactive Preview Window Surface Previews When Used With Surface Previews Non-Surface Preview Uses The Preset Shelf LScript LightWave Panels and Dialogs Math in Input Fields Enter/Tab Keys with Input Fields Yes and No Color Selection Color Pickers Standard List Windows Reorganizing Lists Context Pop-up Menus LightWave 3D 7 Tutorial Good LightWave modeling tutorials pdf Software user guide Manuals LightWave animation free Help me Bible LightWave modeler Table of Contents Chapter 4: Plug-ins Add Plug-ins Command Edit Plug-ins Command (Modeler) File Grouping Method Plug-ins Configuration File Legacy Plug-ins Chapter 5: Customizing Your Interface First-Level Menu Items Top Menu Group Adding New Groups Divider Line Renaming Menu Items Automatic More Buttons Adding Commands Reorganizing Menus Default Menu Locations for Plug-in Commands .5.5 Finding Assignments and Commands Deleting Menu Items Window Pop-up Maintaining Menu Sets Arranging Menu Tabs Keyboard Shortcuts Panel-Specific Shortcuts Customizing Keyboard Shortcuts Finding Assignments and Commands Maintaining Key Mapping Sets Generic Plug-ins Middle Mouse Button Menu Chapter 6: Layout: General Functions The Toolbar Menus Modeler Access LightWave’s Virtual World World and Local Axes Your Point of View Changing Your Point of View Taking Aim Resetting Views Viewport Display Mode Bone Weight Shade The Schematic View Parenting in Schematic View Other Schematic View Options The Grid The Grid and Relative Camera/Light Sizes The Grid Square Size Effect on Positioning Grid Square Size Auto-Adjustment Content Directory Relative Links Object File Links Ways to Use the Content Directory Production Data Files Scene File Management Saving a Copy Recipe for a Scene Scene Statistics Selecting an Item in Layout Selecting Multiple Items Selecting by Name Unselecting Items Layout List Item Pop-up Menu General Options Alert Level Content Directory Toolbar Input Device File Dialog and Color Selection Automatically Creating Keyframes Parent in Place Left Mouse Button Item Select Frame Slider Label Frames Per Second Frame 0 Time Code Frames Per Foot Allow Fractional Current Frame Show Keys in Slider Play at Exact Rate Measurement Unit System Setting the Default Unit Generic Plug-ins Comments Content Manager Export Scene Mode Consolidate Only Mode FX_.. ImageLister MD_Controller Schematic View Tools SelectGroup Skelegons To Nulls Other Generics Scene Master Plug-Ins ItemPicker MasterChannel ProxyPick Global Display Options Viewport Layouts Grid Settings Fixed Near Clip Distance Dynamic Update Bounding Box Threshold Display Characteristic Settings Overlay Color Shaded Display Options Camera View Tab Camera View Background Show Safe Areas Alternate Aspect Overlay OpenGL Fog Show Field Chart OpenGL Lens Flares Schematic View Tabs Layout Commands LScripts Menu Tab LScript Commander Select Hierarchy Select Children Shockwave3D Exporter Export Selection Quality Controls Preview Options Objects Animating Objects Animating Bones Surfacing and Texturing Cameras Lighting VRML97 Exporter Accurate Translation High-Performance Output VRML Creation Settings So What is VRML? Animation Surfaces LightWave VRML Implementation Performance Notes Scene Tags Spreadsheet Scene Manager Workspaces Options Filters Mouse Functions The Item List The Property Cells Editing Cells Envelopes Timeline Column Sorting Chapter 7: Objects in Layout Loading an Object into Layout Loading from Modeler Loading a Single Layer The Null Object:The Star of Objects Saving an Object Saving a Copy Object vs. Scene File Saving a Transformed Object Cloning Items Replacing, Renaming, and Clearing Items Replacing a Multi-layer Object Tools and Commands Moving an Item Local Axis Adjustments Rotating an Item Coordinate System Avoiding Gimbal Lock Scaling Objects Squashing Objects Additive Changes Item Handles Numerical adjustments Protecting from Changes Pivot Point Moving the Pivot Point Layout or Modeler Why Move the Pivot Point? Rotating the Pivot Point Resetting Position, Rotation, and Size Chapter 8: Keyframing The Frame Slider Navigating the Scene Keyboard Shortcuts Going to a Specific Frame Playing the Scene Creating Keyframes Creating and Modifying Keys Automatically . Editing Motion Paths Directly in a Viewport Deleting Keyframes Delete Motion Key Generic Plug-in Delete Mode Threshold Protection Saving and Loading Motion Files Creating a Preview Animation Preview Options Undo/Redo Changes The Graph Editor Frame Range The Time Slider Panel Layout Adjustments Using the Channel Bin The Channels Pop-up Editing Curves Edit Mode Selection Copying Keys Editing Color Channels Adjusting the Curve Edit Window Zooming and Panning The Graph Editor Toolbar Toolbar Selection Menu Add Layout Selected Get Layout Selected Clear Unselected Channels Clear Channel Bin Remove Channel from Bin Invert Channel Section Select All Curves in Bin Reset Bin Selection Filter Curves Filter Position Channels Filter Rotation Channels Filter Scale Channels Toolbar Keys Menu Create Key Delete Selected Keys Lock Selected Keys Unlock Selected Keys Invert Selected Keys Snap Keys to Frames Set Key Values Bake Selected Curves Copy Time Slice Copy Footprint Time Slice Paste Time Slice Match Footprint Time Slice Copy Selected Keys Add to Key Bin Numeric Move Numeric Scale Roll Keys Left Roll Keys Right Reduce Keys Toolbar Footprints Menu Toolbar Autofit Menu Autofit Autofit Selected Autofit By Type Fit Values By Type Toolbar Display Menu Numeric Limits Go To Frame Reset Graph Edit Keyboard Shortcuts Edit Menu Layout Insert Overwrites Keys Filter Static Envelopes Large Autosize Margins Allow Fractional Keyframes Lazy Layout Update Track Layout Time Allow Passthrough Keys Lock Motion Keys in Time Move No Keys Sel Track Item Selections Fit Values when Selected Show Modifiers Show Tangents AntiAlias Curves Show Key Info Hide Background Curves Large Keyframe Points Custom Point Color Collapse/Show All Collapse/Show Tabs Collapse/Show Trees Other Commands Graph Editor Options Undo Last Action Cancel Changes Graph Editor Options Channel Bin Pop-up Menu Curve Edit Window Pop-up Menu Key Pop-up Menu Curve Controls Multiple Values Pre and Post Behaviors Incoming Curves TCB Spline Interactive TCB Adjustments Hermite Spline Bezier Spline Linear Stepped Transition Dual-handled Control Points Integrated Expressions Additive Expression Libraries Expression Syntax Bad Expressions Subexpressions Vector References Expressions Tree Graph Editor Exercises Channel Motion Modifiers AudioChannel ChannelFollower Cycler Expressions Object References Sample Expressions Oscillator NoisyChannel SetDrivenKey TextureChannel Chapter 9: Object Properties Custom Objects Camera Mask Effector Frame Rate Meter Item Shape Level-of-Detail Mesh Refinement Protractor Ruler ShowCurve SockMonkey Speedometer VRML97 Custom Object Object Replacement Level-of-Detail Object Replacement ObjList ObjectSequence Using SubPatch objects in Layout SubPatch Display and Render Levels Meta-primitive Display and Render Levels Morph Targets Multiple Target/Single Envelope Animating Endomorphs Saving Morph Mix Displacement Maps Differences from Surface Textures Displacement Mapped Objects Displacement Mapping Versus Bump Mapping Bump Displacement Displacement Plug-ins CurveConform Deform Displacement Plug-ins Deform:Bend Deform:Pole Deform:Shear Deform:Taper Deform:Twist Deform:Vortex DisplacementTexture Effector Expression HyperVoxelsParticles Inertia Joint Morph Morph Mixer NormalDisplacement Serpent SockMonkey Control Item Tab Display Options Batch Operations Disabling Deformations Clip Mapping Object Dissolve Distance Dissolve Sizing Object Polygons Particle and Line Objects Size and Aspect Scaling Unseen by Rays Unaffected by Fog Unseen By Camera Object Shadow Options Receive Shadows and HyperVoxels Object Exclusions Polygon Edges Edge Z Scale Sasquatch Lite Designing Fur and Grass Rendering Long Hair Chapter 10: Bones and Skelegons Bone-friendly Objects Selecting a Bone Bones from Another Object Activating and Recording Rest Position Skelegons Drawing Skelegons Bank Rotation Handle Make Skelegon Editing Skelegons Changing Skelegon Direction Splitting Skelegons The Skelegon Tree Panel Converting Skelegons to Bones Bone Strength Scaling the Strength Using Weight Maps Bone Weight Help Weight Normalization Auto Weight Maps with Skelegon Area of Influence Falloff Type and Limited Range Joints and Muscles Chapter 11: Item Motion Options Parenting Unparenting Local Axis Rotation Parent in Place Targeting Where Does It Point? Inverse Kinematics Full or Part-time? Pointing the End of a Chain Mix and Match Setting Your Goals Dueling Goals Goal Orientation Breaking the Chain Stiff Stuff Item Motion Modifiers CurveConstraint Cyclist Effector Expression Follower Gravity Motion Baker Jolt! Global Options Keyframes Tab Randomizing Keys Jolting Effect Using Preset Values Applying Turbulence Key Settings Events Tab Oscillator Sun Spot TextureMotion Rotational Limits Align to Path Chapter 12:The Scene Editor Basic Functions Pop-up Menu Keyframes Adjusting Channels Adjusting Hierarchy Effects of Selection Buttons Adding Audio Chapter 13: Camera Basics Multiple Cameras Resolution Pixel Aspect Ratio Frame Aspect Ratio Lens Settings Aperture Height Camera Settings in a Viewport Rendering a Limited Region Memory Considerations Masking Out a Region Segment Memory Limit Antialiasing Antialiasing Using Edge Detection Applying a Soft Filter Effect Motion Blur effects Blur Length and Real Cameras Rendering Video Fields Stereoscopic Rendering Depth of Field Chapter 14: Backdrops and Image Processing Gradient Backdrops Background Image Background Plate Environments Image World SkyTracer2 The Atmosphere Panel The Clouds Panel The Texture Editor Panel The Suns Panel Sun Position The Sky Baker Panel Texture Environment Compositing Foreground Images Alpha Images Creating Alpha Images Foreground Fader Alpha Foreground Key Processing Effects Limit Dynamic Range Dither Intensity Animated Dither Color Saturation Glow Settings Pixel Filters Halftone SasLite Image Filters Anaglyph Stereo: Compose Anaglyph Stereo: Simulate Bloom Render Buffer View (Post-processing only) Chroma Depth (Post-processing only) Corona Input Settings Effect Settings Other Settings Depth-Of-Field Blur (Post-processing only) Digital Confusion (Post-processing only) Extended RLA Export (Post-processing only) Full Precision Blur Full Precision Gamma HDR Exposure Soften Reflections (Post-processing only) Render Buffer Export (Post-processing only) TextureFilter Vector Blur (Post-processing only) Overlapping Objects High Quality Blur Limits Video Legalize Video Tap (Post-processing only) Virtual Darkroom Basic Settings Tab Spectral Sensitivity Tab Film, Paper, and MTF Curve Tabs WaterMark WaveFilterImage Image Filters Blur Image Sharpen Edge Blend Multi-Pass Edge Blend Using on Rendered images Saturation Negative Limit High/Low Color Posterize Palette Reduce Film Grain Flip Frame Color Filters Contrast MidPoint Gamma Luminance Brightness Adjust Color Matte Filters The Affect Tab Affected Areas Preset Shelf Enable/Disable Preview Window Chapter 15:Volumetrics Background Computational Issues About Particles Normal Fog Volumetric Antialiasing Volumetric Plug-ins GroundFog HyperVoxels HyperVoxels and Transparent Surfaces Jump-starting with HyperVoxels Exercise: HyperVoxels basics Exercise: HyperVoxel volumetrics Exercise: blending HyperVoxel objects Preview Options Use Z-Buffer Sprite Texture Resolution HyperVoxels Setting Management Object Type Sprites Geometry Tab Stretching and Rotating HyperVoxels Align to Path Blending HyperVoxels Show Particles Use ParticleStorm Color Shading Tab: Surface Mode Shading Tab:Volume Mode Baking HyperVoxels Volume Mode Advanced Sub-tab Shading Tab: Sprite Mode Sprite Clip Frame Offset HyperTexture Tab Gradient Input Parameters Chapter 16: Rendering Options Render Frames Automatic Advance Render Complete Notification Monitoring Progress Viewing the Finished Image VIPER Rendering Rendering Tab Ray Tracing Options Ray Trace Optimization Ray Recursion Limit Multiple CPU Systems Data Overlay Output Files Special Animation Types QuickTime Virtual Reality Object Saver What is a QuickTime VR Object? Object Settings Tab Animation Settings Tab Saving Individual Frame Files Using 32-bit RGB Formats Selecting a Filename Format Fader Alpha Recording Images to Tape Chapter 17: Particle FX Partigons Particle FX Panels The Start Button The Save Button Options Dialog Real-time Display Loading/Saving Controllers Controller Groups Emitter Controller Emitter Types Generator Tab Particle Tab Motion Tab Etc Tab Interaction Tab File Tab Using an Object as an Emitter Wind Controller Mode Tab Vector Tab Gravity Controller Collision Controller Using an Object for Collisions Item Motion Modifiers FX_Link FX_Linker FX_Motion The Mode Tab The Vector Tab FX_Link Channel Motion Modifier Getting Started Emitter and Wind Collision Detection More Tutorials Chapter 18: Motion Designer Elastic Body Models Operating Motion Designer Setting Parameters Property Panel: Object Tab Group Target Collision Select Collision-Detection Pressure Effect Fiber Structure DumpFileName Collision MddFileName Motion Files Property Panel: Surface Tab Basic Settings Weight Weight +- Spring Viscosity Resistance Parallel Resistance Back-resistance Structure Settings Fixed Sub-Structure Hold-Structure Smoothing Stretch-limit Compress Stress Shrink Collision Settings Self Collision Collision Detection Single-sided Skin Thickness Friction Bound Force Action Force Bind Force Other Surface Controls Hide COPY/PASTE SAVE/LOAD Material Library Property Panel: Environment tab Gravity Wind1/Wind2 Turbulence Wavelength Wind Mode SAVE/LOAD Helpful Tips Options Panel Supplemental MD Displacement Plug-ins MD_Plug Setting Options MD_MetaPlug Setting Options MD_MetaPlug_Morph MD_Scan Tutorials Waving a Flag Collision Detection More Tutorials Chapter 19: Distributed Rendering Rendering Modes ScreamerNet Classic ScreamerNet II Using Screamernet II ScreamerNet Rendering Requirements Getting the Nodes Going Scene Saving Info Host Machine Setup Controlling the Network Rendering Shutting Down Nodes Aborting a Rendering Session Changing the Number of Nodes ScreamerNet II Syntax Batch Render on One Computer Troubleshooting Rendering Without LightWave Chapter 20: LightWave 3D Modeling Components of a 3D Object Modeling in 3D Points and Polygons Editing Objects Have a Plan The Modeler Interface Viewport Titlebar Modeler Menus Other Interface Areas Resetting Tools Four Viewports Multi-layer Object Standard Multi-document Environment Layout Communication Layer Navigation Layer Browser Panel Hiding Panels Loading an existing object from disk Encapsulated PostScript Loader Starting a New Object Saving Object Files Exporting Objects Export Encapsulated Postscript Closing Object Files Custom Preferences User Commands Maintaining User Command Sets Execute Command Defining a Startup Command General Options Content Directory Default Polygon Type Flatness Limit The Default Surface Name Curve Divisions Patch Divisions Metaball Resolution Undoing Operations Undoing the Undo Chapter 21: Points and Polygons Point Selection Polygons Non-planar Polygons Flatness Polygon Efficiency Special-Use Polygons Polygon Selection Selection With In-line Points/Polygons Symmetrical Selection Volume Selection Mode Lasso Volume Select Selection by Criteria Surface Normal Surface Normal Functions Numeric Panel Chapter 22: Creating Geometry The Primitive Tools Tools and the Right Mouse Button Creating in Perspective Using the Arrow Keys Using the Numeric Panel Actions Pop-up Menu Box Tool Fields Ball Tool Fields Disc/Cone Tool Fields Make UVs Option Other Primitive Tools and Functions The Capsule Tool The Platonic Solid Tool The SuperQuadric Tool The Gemstone Tool The Equilateral Function The Gear Function The Wedge Function The Toroid Function The Parametric Surface Object Function The Plot1D Function The Plot2D Function Using the Pen Tool Using the Pen Numeric Panel The Text Tool The Edit Font List Panel Interactively Creating Text Modifying the Template The Text Numeric Panel The Sketch Tool Sketching Curves The Bezier Tool Spline Curves The Spline Draw Tool Creating from Points Curve Direction Using Control Points Smoothing Two Overlapping Curves Turning Curves into Polygons Using Modeling Tools on Curves MetaBalls and Skelegons The Point Tool The Spray Points Tool Making a Polygon Single-Point Polygons Random Points Random Pricks Stipple Triangles Cage Other Creation Functions Platonic Solid Primitives Teapot Chapter 23: Modifying Geometry The Numeric Panel Falloff Mode Falloff Meanings Setting Linear Falloff Defining a Specific Range Setting the Falloff Shape Flexing an Object on an Arbitrary Axis Setting Radial Falloff Setting the Falloff Shape Defining a Specific Range The Numeric Panel Symmetrical Editing Action Center Control The Move Group The Move Tool The Snap Tool The Drag Tool The DragNet Tool The Magnet Tool The Shear Tool The Rove Tool Center Data Center1D Rest_On_Ground Aligner The Rotate Group The Rotate Tool The Rotate Numeric Panel The Bend Tool The Twist Tool The Vortex Tool Dangle RotateAnyAxis RotateHPB Rotate-About-Normal Rotate-Arbitrary-Axis Rotate-To-Ground Rotate-To-Object The Stretch Group The Size Tool The Size Numeric Panel The Stretch Tool The Stretch Numeric Panel Tapering Objects Taper Take 2 The Pole Evenly Tool The Pole Tool Absolute Size Smooth Scaling The Spline Guide Tool Other Stretching Commands CenterScale CenterStretch The Deform Group The Jitter Command The Smooth Command The Quantize Command Chapter 24: Multiplying Geometry Make UVs Option The Extend Group The Bevel Tool Other Numeric Options Beveling Tips The Extrude Tool The Lathe Tool The Rail Bevel Tool The Smooth Shift Tool The Path Extrude Command The Rail Extrude Command Single Curve Multiple Curves The Extender Command The SeaShellTool The Spikey Tool The Create Skin Command The Morph Polygons Command The Combine Group The Boolean Command Single vs. Double-sided Polygons The Drill Tools The Solid Drill Tool Faster and Better Drills and Booleans Patches Menu The Duplicate Group The Mirror Tool Paste Tool The Array Command Array Type: Rectangular Array Type: Radial Radial Array The Clone Command The Path Clone Command The Rail Clone Command The Symmetrize Command Point-Clone-Plus Chapter 25: Constructing Geometry Basic Point and Polygon Maintenance The Remove Polygons Command The Remove Points Command The Merge Polygons Command The Merge Points Command Collapse Polygons The Unify Polygons Command The qemLOSS2 Function Introduction Terminology Using qemLOSS2 The Reduce-Points Command The Reduce-Polygons Command Adding Polygon Points The Knife Tool The Subdivide Polygons Panel Randomizing Options Faceted Subdivide Smooth Subdivide Smooth Subdivide The BandSaw Command The Split Polygons Command The Triple Command The Julienne Command The Split Skelegon Command The Triple Fan Command The Triple Traverse Command SubPatches The Freeze Command Make... Commands The Toggle Metamesh Command Judging Distance and Angles The BoundingBox Command The PointCenter Command LScript Additional Chapter 26: Detailing Geometry The Pivot Point Tool Layer Settings Flatten Layers Change Surface Flip Polygons Spin Quads Aligning Polygons Make 2 Sided Change Sketch Color Set Value Welding Commands Unwelding Points Curve Commands Skelegon and Metaball Commands Chapter 27: Display Menu Viewports Menu Group Zooming OpenGL Display Clipping Panning Automatic Pan and Zoom View Options Display Options Panel, Layout Tab Texture Resolution Perspective Amount Background Color Show Options Display Options Panel,Viewports Tab Perspective Rendering Style Upright Rotation Titlebar Shortcuts Independent Options Independent Visibility Display Options Panel, Backdrop Tab Aspect and Video images Display Options Panel, Interface Tab Display Options Panel, Units Tab Default Unit Grid Units Grid Snap Time Format Presetting Views Full-screen Toggle Feature Selection Menu Group Point Information Polygon Information Expanding and Shrinking Selection Groupings Polygon Parts Updating Old Objects Point Selection Sets Selection By VMaps Select by Map Select By Map Influence Select Polygons from Selection Set Per-Polygon UV Map Selection Commands Skelegon Selection Commands Radial Select Visibility Menu Group Swap Layer States Chapter 28:Vertex Maps VMap List Window VMap Selection General VMap Commands Setting Map Values Copy, Delete, and Rename Commands Clearing Maps from Points CullMap Normalizing Values Normal Baker Weight Maps Weight Tool Falloff The Airbrush Tool Using Weight Maps with Modeling Tools Vertex Color Maps Vertex Color Alpha Vertex Paint ColorMap Adjust Tool UV to Weight UV Map Jitter Texture VMap Bone Weights Point Color Command UV Texture Maps UVs and Projection Guess Viewport UV Image Command Atlas Map Type Texture Guide The Make UVs Command Creating from Command Panels Automatic UV Making Set UV Value Transform UV Values Command Flip UVs Spread UVs Quantize UVs Discontinuous UVs That Dreaded Seam Problem Enter Discontinuous UVs Unweld Command Merge and Weld Commands UVs Outside the Box UV Mapping in Everyday Modeling Per-Polygon UV Mapping Select UV Seam Editing Polymaps Using Separate Editing UV Maps Quad Polygon Maps EndoMorphs Inserting a Layer into a Morph Map Merging Morph Maps Rotate Morph Function Scale Morph Function VertexPaint Component and Blend Display Rendering Modes Preferences Default Keyboard/Mouse Operations Customizing Keyboard/Mouse Operations Modifying Modes Setting the Morph Map Color Mode Tab Baking the Color Point Color Painting a Point Painting a Polygon Point Index Painting a Polygon Weight Mode Tab Rotating Bones Renaming Bones Renaming Weight Maps Copying and Pasting Weight Clearing Weight Normalizing Weight Trimming Weight Painting Weight Values Calculating Weight Scaling Weight Clamping Weight Status of Weight Lights Mode Tab Show Mode Tab Selecting Polygons Show and Hide Frequently Asked Questions Chapter 29: Organic Modeling Tools SubPatches Creating a SubPatch Object Using Weight Maps Adding More Details Specific Display Options Meta-primitive Objects Metaedges and Metafaces Radius and Influence Settings Converting to Metaballs and Metaedges Metaball Appearance Animating Meta-primitives Editing Meta-primitives Patch Level and Conversion to Polygons Spline Patching AutoPatcherMK Why Spline Patch? Chapter 30: Image Editor Quick Access to Image Editor The Image Editor File List Window File-handling Options The Preview Window Source Tab Loading a Sequence Alpha Channel Interlace Sequence Digits Frame Rate Image Sequence Settings Edit Tab Processing Tab Chapter 31: Surface Editor Surfacing Objects The Surface Editor Panel Surface Edit Modes Object Edit Mode Scene Edit Mode Surface List Mass Surface Changes Preset Shelf and VIPER Preview Window Basic Surface Parameters Color Luminosity Diffuse Specularity Glossiness Reflection Transparency Refraction Chart Index Translucency Bump Map Surface Smoothing Smooth Threshold Sharing Points Using Separation Double Sided Comment Numerical Settings Envelopes and Textures Texture Editor Texture Layers Copy and Paste Layer Order Blending Layers Layer Type: Image Mapping Image Map Projection Planar Projection Cylindrical Projection Spherical Projection Cubic Projection Front Projection Fixed Projection Image Properties Texture Placement Surface Size, Position, and Rotation Falloff Using the Reference Object Freezing Reference Object/Camera World Coordinates Texture Guide Tool Layer Type: Procedural Texture Texture Color and Texture Value Texture Scale Procedural Texture Settings Brick Bump Array Checkerboard Crumple Crust Dots FBM Fractal Noise Grid HoneyComb Marble Ripples Looping Wave Ripples Smoky1, 2, and 3 Turbulence Underwater Looping Wave Ripples Value Veins Wood Additional Procedural Textures Coriolis Cyclone Dented FBM Noise Hetero Terrain Hybrid Multi-fractal Multi-fractal Puffy Clouds Ridged Multi-fractal Turbulent Noise Layer Type: Gradient The Gradient Bar The Current Key Changing Key Values Changing Key Positions Smoothing Between Keys Scale and Shift Surface Editor:Advanced Tab Surface Editor: Environment Tab Surface Editor: Shaders Tab BRDF Edge Transparency Fast Fresnel Halftone Interference RealFresnel SuperCelShader Defining Color Zones Brightness Colored Lights Specular Highlights Surface Baker Baking Tips Image Mode Object Mode Instant Radiosity ThinFilm ZShader Surfacing Ideas Surface Management Chapter 32: Shadow and Light Not the Real World Display Size Exclusions Saving Lights Light Types The Distant Light The Point Light Intensity Falloff The Spotlight Virtual Projector Spotlight Viewport Display Linear and Area Lights The Cow Light Light Color and Intensity Light Intensity Tool Negative Lights The Envelope Please Other Light Attributes Me and My Shadow Shadow Type Shadow Mapping Transparent Objects Cache Shadow Map Shadow Map Size Shadow Map Area Smoothing Out an Edge Lightening Shadows Lens Flares Lens Flare Options Lens Flare Viewport Preview Fade and Dissolve Options Glow Options Central Ring Anamorphic Distort Streaks Lens Reflections Volumetric Lights Light Textures The VIPER Window and Presets Volumetric Shadows within Lights Global Illumination Panel Ambient Light Shading Noise Reduction Radiosity How Radiosity Is Calculated The Radiosity Settings Lighting Considerations VolumetricRadiosity command Radiosity and High Dynamic Range Images Ambient Light Using Radiosity Caustics Radiosity and Caustic Caching Considerations Appendix Macintosh Information Right Mouse Button Action Memory Allocation Command Line Files Your Display Filenames and Extensions Foreign Object Support Imported Formats Exported Formats Image and Animation Types Images and Memory High Dynamic Range Images (HDRI) Import/Export Internal Compositing Preview Compression Codec Configuration Files Custom Configuration Files Layout Startup Command Customizing Layout Viewport Navigation Customizing Camera Presets LightWave Limits Measurement Units Do the Math Math Functions Functions Constants Other Index

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