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First Scenery Adjustments

Author: Mgfx.net More by this author
Browse Pages: << <  7  8  9  10  11


Roof

Change to the Roof Surface and use the following settings in the Basic Tab

Surface Colour: R: 130 G: 80 B: 50
Luminosity: 0%
Diffuse: 100%
Specularity: 0%
Glossiness: OFF
Reflection: 0%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: OFF


Click the Texture Button for the Colour Channel and use the following settings.

Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 30%
Procedural Type: Turbulence
Texture Colour: R: 150 G: 100 B: 70
Frequencies: 5
Contrast: 20%
Small Power: 0.8

Texture Size/Scaling
X: 3cm
Y: 3cm
Z: 3cm


Click Use Texture when you’re done and then click the Texture Button for the Diffuse Channel, then use the following settings.

Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 30%
Procedural Type: Turbulence
Texture Value: 50%
Frequencies: 5
Contrast: 20%
Small Power: 0.7

Texture Size/Scaling
X: 2cm
Y: 2cm
Z: 2cm


Click Use Texture and then click the Texture Button for the Bump Channel, use the following settings.

Layer Type: Procedural
Blending Mode: Subtractive
Layer Opacity: 50%
Procedural Type: Fractal Noise
Texture Value: 80%
Frequencies: 6
Contrast: 0.5
Small Power: 0.5

Texture Size/Scaling
X: 5mm
Y: 5mm
Z: 5mm


Click Use Texture and the Roof surface is finished.

Wallpaper

Change the surface to Wallpaper and use the following settings in the Basic Tab.

Surface Colour: R: 160 G: 80 B: 60
Luminosity: 0%
Diffuse: 100%
Specularity: 0%
Glossiness: OFF
Reflection: 0%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: OFF


Click the Texture Button for the Colour Channel and use the following settings.

Layer Type: Image Map
Blending Mode: Normal
Layer Opacity: 50%
Projection: Cubic
Image: wallpaper_colour.jpg
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF

Texture Size/Scaling
X: 425mm
Y: 891,5mm
Z: 425mm


Copy this texture, then click Use Texture since we are done with the Colour Channel. Click the Texture Button for the Diffuse Channel and select “Paste – Replace Current Layer”, then change the following settings.

Layer Type: Image Map
Blending Mode: Normal
Layer Opacity: 50%
Projection: Cubic
Image: wallpaper_diffuse.jpg
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF

Texture Size/Scaling
X: 425mm
Y: 891,5mm
Z: 425mm


Click Use Texture when you’re done and then click the Texture Button for the Bump Map Channel, paste the same texture in that we copied earlier (Paste – Replace Current Layer) and change to the following settings.

Layer Type: Image Map
Blending Mode: Normal
Layer Opacity: 100%
Projection: Cubic
Texture Amplitude: 0.5
Image: wallpaper_diffuse.jpg
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF

Texture Size/Scaling
X: 425mm
Y: 891,5mm
Z: 425mm


Click Use Texture when you’re done and that’s it for the Wallpaper surface.

Walls_Wood

Okay, the last surface in the list. Set the Basic settings to the following.

Surface Colour: R: 60 G: 25 B: 20
Luminosity: 0%
Diffuse: 80%
Specularity: 80%
Glossiness: 20%
Reflection: 10%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: OFF


Click the Texture Button for the Colour Channel and use the following settings.

Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 50%
Procedural Type: Turbulence
Texture Colour: R: 120 G: 50 B: 40
Frequencies: 5
Contrast: 1.0
Small Power: 0.8

Texture Size/Scaling
X: 10cm
Y: 1mm
Z: 10cm


Add another Layer and use the following settings.

Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 75%
Procedural Type: Wood
Texture Colour: R: 80 G: 40 B: 30
Frequencies: 6
Turbulence: 1.0
Ring Spacing: 0.04
Ring Sharpness: 1.0
Texture Axis: Y

Texture Size/Scaling
X: 10mm
Y: 10mm
Z: 10mm


Copy this texture and then select “Paste – Add to Layers” and change the new one to the following.

Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 60%
Procedural Type: Wood
Texture Colour: R: 60 G: 20 B: 10
Frequencies: 6
Turbulence: 1.0
Ring Spacing: 0.04
Ring Sharpness: 1.0
Texture Axis: Y

Texture Size/Scaling
X: 2cm
Y: 2cm
Z: 2cm



Click Use Texture and we’re done with the Colour Channel, then click the Texture button for the Diffuse Channel and change to the following.

Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 40%
Procedural Type: Turbulence
Texture Value: 50%
Frequencies: 5
Contrast: 20%
Small Power: 1.0

Texture Size/Scaling
X:20cm
Y:2mm
Z:20cm


Click Use Texture and that’s it. We are now done with all the surfacing.
Select “File -> Save -> Save all Objects”, now the surfaces are saved with the object file.

Setting up the Lights

We will use 2 area lights in the centre that will light up the whole room, and to create some nice shadows. You can if you want to use your own light settings, and perhaps even Radiosity, but I’ve chosen to use Area Lights only. Click the Lights button at the bottom of Layout to select it as current Item, then bring up the Properties Panel and use the following settings.

Picture 68: The Light settings

Note; you must change the Light into an Area Light before you can set an Intensity Falloff. Close down the properties panel. We are going to clone this light once so select “Add -> Clone Current Item” and enter 1 in the request window that comes up. Now we have 2 lights with the same light settings. Open up the Properties Panel again and click the Global Illumination Button, set the Ambient Intensity to 0%, leave the other settings to the defaults and close down the Panels.

Now we will position these two lights, so use the following settings in the Position Window, and don’t forget to create a keyframe after you’ve entered the values.





Create those keyframes!

We are going to rotate these lights to, so select the Rotate Tool and use the following settings in the Rotate Window.





Create those keyframes!

That’s it for the lights; lets get on with the Camera settings.

Setting up the Camera


Now we won’t change very much here since we’ve already keyframed the camera for Frame 1. How many renders you want of the room is up to you, I rendered from 3 different positions. And remember that each time you move/rotate the camera, make sure you create a keyframe.

The Position and Rotation values I used for Frame 1 are the following.

Position



Rotation



Open up the Properties Panel for the Camera, then use the following settings.

Resolution: SVGA (800x600) (More or less if you want to)
Width: 800
Height: 600
Pixel Aspect Ratio: 1.0
Zoom Factor: 2.0
AntiAliasing: Enhanced Medium (More or less if you want to)


Leave the other settings to the defaults and the Camera setup is finished. Picture 69 shows what the Camera sees now.

Click to Enlarge
Picture 69: Camera View (Click to enlarge)


Final Rendering

Okay we’re almost done, all we need to do now is set a few Rendering Options and then render this scene. Click the Rendering Button at the top left of Layout and select Rendering Options, then change to the following.

Render First Frame: 1
Render Last Frame: If you only choose to render 1 image, then enter “1” here.
Automatic Frame Advance: OFF (ON if you’re rendering more than 1 image)
Show Render Progress: OFF
Enable Viper: OFF
Render Display: Image Viewer or None
Ray Trace Shadows: ON
Ray Trace Reflections: ON
Ray Trace Refractions: OFF
Ray Trace Transparency: OFF
Extra Ray Trace Optimisation: ON

Output Files

Save RGB: ON
Type: JPG


Choose a Filename and you’re ready to render. Close down the Rendering Options and then save this scene as “MansionScene.lwo”. Now hit F10 to start rendering!

That’s it! If you’ve come this far, and if the renders turn out good, then I wish to congratulate you! I hope you learned something from the tutorial and I wish to thank you for taking time in reading it. See picture 70 for one of the final renders.

Click to Enlarge
Picture 70: The Final Render (Click to enlarge)


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