By sprogger. Tuesday, 23. January 2007, 01:49:16
The Basics, 3D, Texturing
Part 1Part 2
Transparency & Refraction IndexNothing to see here:D
Obviously if something is 100% transparent you can see right through it. In the real world when light enters or exits a transparent material it gets bent to a new direction (This is a gross simplification but all you need for this purpose). For a visual demonstration get a glass and half fill it with water stick in a straw or a pencil. where the straw goes behind the glass it seems to bend a little and where it enters the water it looks even more bent. At some angles it will look like the bottom of the straw is broken. this is all because of something called
Refraction. You can set the
Refraction Index in most 3D software.

In this case I`m going to set it to 1.50 which would be a type of glass. It is now visible purely because it bends the light. This result looks good but it is not quite right. if you read
The Elements of a Model you might remember that polygons have only one side- so when the light passes into the Glass ball it gets bent and as it exits the ball it is passing through the back of the polygon so it does not know it is back in the "air".
This might need a diagram

If you follow the path of the ray of light- the yellow arrow, see where it hits the surface, the dotted lines indicate the polygons normal or the direction it is facing. The light changes direction as it passes into the object, as it exits it doesn't hit any thing because all the normals are facing in the wrong direction, so the light continues in the same path as it was on (The Red Arrow). If the light "knew" that in was entering into air again it would be bent again like the blue arrow.
There is a way to do this. By copying the original object, flipping the polygons and giving it a surface called air( zero all the surface settings except transparency at 100% and Refraction Index at 1.0) then paste it back on top of the original object. This gives you a second set of polygons in the same exact position but facing in the opposite direction. Now the light will "know" it is exiting the glass and entering the air and will react more correctly.
This ran on longer and went more in depth than I intended. On to the next bit:wait:
TranslucencyAllows light to shine through an object and will pass shadows through from the back of an object to the front. Very useful for thin objects such as curtains or leaves.
BumpVery few surfaces are perfectly smooth, bump mapping creates the illusion of these surface bumps without having to build them in 3D, because they are fake, the illusion can be seen through by looking at the edges of the rendered object. Great for adding surface complexity without having to spent ages constructing geometry.
SmoothingAll the samples in my surfacing posts have had smoothing turned on, this is an example with it off. It looks at the angle between adjoining polygons and if the angle is below the Smoothing Threshold (defaults to 89.53) it smooths the surface between them.
By sprogger. Monday, 22. January 2007, 19:25:30
The Basics, Texturing
Find
Part1 here
SpecularityThis creates highlights on your surface for your lights. It is a sort of fake reflection, but only for lights. Its colour is based on the colour of the lights.

In this case I have 3 lights in my scene one to the left, one to the right and a very faint one on the top. The intensity of the highlights is controlled by both the
specularity setting and the brightness of the lights.
GlossinessGlossiness needs some level of specularity to have any effect. It controls how spread out the highlight is. the bigger the setting - the sharper and smaller the specularity is. In the image here specularity is at 100% and Glossiness is also at 100%
ReflectionControls how mirror like your surface is. As you can see in this picture if there is not much to reflect it doesn't look too good.

When I add a texture to the background and the object that our ball is resting on it starts to look better.

You can see that the surface has tinted the colour of the surface with its own base colour.
If you want it to look more like chrome or mirror like you will have to turn down the diffuse value.(
see Pt1)
In this picture the diffuse is set to 0% and reflection to 100%. As you can see all its colours are reflected from its sroundings.
Coming in part 3 transparency, refraction index, translucency and maybe even a bit of bump.
Feel free to ask any questions.
By sprogger. Saturday, 20. January 2007, 00:55:52
The Basics, 3D, Texturing
This is a shot of the Surface Editor in Lightwave 3D 9
I am going to cover the first 3 Basic controls in this post(Colour, Luminosity & Diffuse). You can find the objects and scene file in Lightwave format attached in the zip file. If you want to follow along.
Anywhere you see this
(Link) it is a place holder for a link to the relevant piece of information, which I have not written yet
LearningSurfacing.zip
Drag button. Click and drag to change the percentage in the corresponding field

Envelope Button. Click to open the graph editor
(Link) Basically will allow you to change the value based on time.

Texture Button. Click to open Texture panel. Will allow the use of images, procedural textures or gradients
(Link)
Colour.
This is the basic color of your surface. It is fairly self explanatory but it will be effected in your final picture by all the other settings.
LuminosityThis is when a surface appears to give off light. used for things like the surface of a lit light bulb. It will not actually light up anything else in the scene unless you are using radiosity
(Link) The second picture shows how it casts light when radiosity
(Link) is enabled.
DiffuseDiffuse is how much light is bounced back from the surface. The lower the diffuse the darker the surface will appear. It can be very useful for simulating dirt
(Link) on a surface.
You can see above 3 different settings 10,50,200% in all of them the colour setting is the same but the diffuse is changed, resulting in a different amount of light being bounced to the virtual camera.