But you
need to be aware of some basic real-world principles before you can put it all together.
Lighting has an evil twin: texturing. OK, maybe it??™s not evil, but understanding texturing
and how it??™s affected by lighting is one of your main goals as a 3D artist. This is probably
one of the areas animators struggle with the most, and an area that can often make or
break your project.However, don??™t worry; LightWave makes it easy to apply complex surfaces
and get instant feedback. The look of a texture can change significantly based on the
lighting associated with it. So, the two go hand in hand.
The previous chapter introduced you to LightWave v9??™s surfacing capabilities and the new
Node Editor. Take that knowledge and move through this chapter to learn how to light
your models and scenes.
This chapter instructs you on the following:
?—? Understanding basic lighting principles
?—? Using different light sources
?—? Enabling Radiosity
?—? Lighting with gobos
?—? Creating soft shadows
?—? Interacting with materials
Working with Lights
Many LightWave animators come to this software after working in related traditional
fields, such as television production, film production, or perhaps set design.
Pages:
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251