17). The Alpha channel is a portion of the surface (or image)
that holds transparency data.
Figure 11.17 Connect the Alpha value from the Turbulence2D node to the Reflection input
on the base node.
Inside LightWave v9 458
Chapter 11 Node-Based Texturing 459
24. Close the Node Editor and in the Surface Editor, click Smoothing.
25. Move the camera to a position above the torus in Layout to see it better, and press
F9 to render. Figure 11.18 shows the render. There you have it! An object surfaced
via the Node Editor!
Figure 11.18 Turn on Smoothing for the surface, and then position the camera to see the object.
So what just happened there? Why didn??™t the reflection show up immediately and why did
the Alpha need to be connected? And you??™re probably wondering what??™s the deal with all
the red, green, and other colored dots? For the Alpha channel you just connected in step 23,
you needed to tell the base node to have some sort of value for reflection. Simply adding
the shader alone, as you did in step 23, wasn??™t enough. The data, or information, from the
Turbulence2D node??™s Alpha channel needed be driven into the base destination node.
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