|
Within the Tall Grass was rendered with the Experimental Sasquatch Shading Technique well explore here. The 480x640 Plate for the Cheetah in Within the Tall Grass took only three minutes to render using this Technique, (on a 1.2Ghz Athalon with 700Mb RAM)! The Print-Resolution version of 4,000 by 4,800 PIXELS took just under an hour! If youve spent enough time with Lightwave to get beyond the initial memorization of what does what, you know that the best results come when you stick things together that werent necessarily meant to be stuck together. Thats the beauty of Art, and thats the beauty of 3D - there are no limits! If the result works, theres no such thing as wrong! So, what weve got here is an experiment that Ive found helpful. (You may find it the neatest thing since sliced bread, or you may think Im a few burgers short of a value-meal.) Regardless, exposure to a new and different angle on things gets you thinking in new and different ways, and thats always a good thing! In short, the Experiment uses Lightwaves Surface Baker to handle 90% of the Shading that gets generated for Sasquatchs fibers. The end result is a softer looking Render that has most of the richness of the Shadows generated by Sasquatch, but at a fraction of the time.
The one drawback to this method is that it involves
a bit of hoop jumping. So, this Technique and Tutorial must
assume that you know your way around Lightwave pretty well. (If youre
new to Lightwave and Sasquatch, have your Manuals within easy reach (Rendered with Self Shadowing and Receive Lightwave Shadows.) The Experiment So were all working from the Same Page, Download this .ZIP file that has this Scene and Object ready for us to go. While simple, this Object still gives us a lot of neat little areas for Light to catch-and-hide. Ive taken the liberty of Surfacing the Dingus with a kind of funky, moderately interesting Procedural. Heres what the Scene looks like when Rendering Frame 0. And this is Sasquatchs Default Fur on the Dingus. The first thing well need for this Experiment is a UV Texture Map on our Object. (The Dingus already comes with one on it, but if you are doing a doohickey of your own, just letting Lightwave create its own default, cryptic, Atlas Mapping will work just fine.) Now, Activate the Shader, Surface Baker for the Sasquatch Surface of our Dingus. (As youve probably noticed, in addition to our Dingus, theres also a Sphere in the Scene, just ignore the Sphere for the moment, well get to that in a bit when were exploring projecting Ray-Traced Shadows onto Sasquatchs Fur.) Within the Surface Baker Panel, youll want to Bake a Continuous Map, for the Entire Object, (you could Bake just one Surface of your Object to save Time, if you wanted to). Youll want to Bake To an Image, (as opposed to Baking to a Vertex Color Map). And youll want to Bake Color, Diffuse and Illumination for our Dingus, (If you apply any Shaders to a Surface you want Baked, youll need to Check Bake Shaders as well). Youll want to Select the UV Map [Coordinates] that have been made specifically for affecting Sasquatchs coloring. (When Painting Maps for my doodads, I usually lay out my UV Maps so Symmetrical parts of the Object are right-on-top of one-another on the UV Map so I only have to Paint one side of the thingamajig.) The Image Resolution doesnt have to be high at all, (Sas Fur does a very good job of blending even highly Pixely maps.) Your Image Type and Image Base Name should suit your personal preferences. It may be tempting to want to activate Antialiasing, but it seriously slows-down generation of the Map. Temporarily Deactivate Sasquatch, (all were doing is giving Surface Baker a chance to Bake our Surface, which happens at the time of Rendering,) and give er a Render! (F9 is fine.) Right after the Render Display Window opens-up, (if you have Render Display active,) you see this nifty little Window that tells you the Status of your Baking. Once this Window goes away, the Baking is Done. (I usually cancel my Render after the Baking in Progress window goes away, since the Render was only being done for Baking the Texture Map.) And this is the UV Texture Map that comes out of the oven! Next, weve got to Deactivate Surface Baker on our Dingus, (so it doesnt run every single time were Rendering our Sasquatch fibers.), and Re-Activate Sasquatch on the Dingus. In the Sasquatch Options for our Dingus, well need to do two things in order to begin to see the effect of our Baked UV Map. Well need to tell Sasquatch to use the Baked Map under the Mapping Tab. Be sure to set the Map Type to UV Map, and the UV Coordinates to use to generate the Map you used when Baking your Surface, (for my example, thats ShadowBake). Then, under the Color Tab, set both Root and Tip of Salt to be 255, 255, 255, White. Set the Salt Percentage to 100%, so the whole thing is covered by totally white Fur, (which the Map will then blend with its own coloring). NOTE: Depending on your personal preferences, you may want to reduce Clump Inheritance, so each-and-every fiber is being more-and-more directly affected by the Maps PIXELS that lay directly underneath it the closer you get to 0%. Render away! Heres what weve got. Not bad for only a few minutes work! By Decreasing Sasquatchs Diffuse and Increasing its Ambient Strength, you can make the Fur match more closely the Luminosity of the underlying Object. Since Sas is pulling its Coloring information from the Map, this will have the effect of lightening the lights, while lettings the darks stay dark. (This Render shows the result of Sasquatchs Diffuse being set to 42% and its Ambient Strength set to 400%.) NOTE: Most of us, unless were using Radiosity, reduce Lightwaves Global, Ambient Intensity to 0% for our Renders. Using this Technique, youll want to have at least some Global Ambient Intensity in your Scene so you can use Sasquatchs Ambient Strength setting to allow you to effectually increase the Furs Gamma as we did in Figure 12. (With a Global Ambient Intensity of 5%, Ive had to use an Ambient Strength in Sasquatch of 2,000% to get the Fur to mirror the Lighting of the Objects Surface.) Now, if you Activate Ray-Trace Shadows, Bake another revision of your Map, (by temporarily Re-Activating Surface Baker for another F9,) and remember to Re-Load the Baked Map Image, and then do another Render, youll find that the Shadow cast by the Sphere has been incorporated into the Baked Map, and is now a part of Sasquatchs Fur! This Ray-Traced Shadow on Sasquatch Fur is generated much faster than using Sasquatchs Receive Lightwave Shadows Option! Which means... you can even use Area Lights to generate Shadows on Sasquatchs Fur in this experimental-sort-of-way! NOTE: Area Lights tend to be much hotter than regular Lights on Objects Surfaces, so when you turndown an Area Lights Intensity, remember youll probably have to turn-up Sasquatchs Ambient Intensity to compensate. Youre probably wondering, Can I use this in an Animation where Lights and Shadows play across Sasquatchs Fur? Yes, you can! Looking at the Image Name that Surface Baker generates, theres nifty little frame-digits between the Name you set in the Panel and the files Extension! NOTE: Were entering into the area of Fringe Lightwave, the seriously experimental area where youve got to do a little-bit-of-this and a little-bit-of-that in order to get things working as they should. This is the domain of Bubblegum and Bailing-wire. Before you start jumping for joy and setting the Image Type for your Baked Image to Sequence, theres a couple things you need to do. 1) Know how many Frames your Animation will be. Sasquatch is called after Surface Baker does-its-thing. So when Sasquatch asks Lightwave for the next Frame in the Sequence, Lightwave retrieves the one just completed by Surface Baker! Cool, hunh? There are some caveats to keep in mind about this Process, however, so lets not get too excited just yet. · The first, and biggest, caveat is that Lightwave
will not retain the fact that Sasquatch is using a Sequence when the Scene
is Saved and Re-Loaded. (I understand this to be a problem with the SDK.)
The solution, (provided by Steve Hurley,) is to assign the same Image
Sequence that Sasquatch is using to a Texture Channel of an obscure, SPP,
(Single-Point-Polygon,) somewhere in your Object. (Bear in mind, however,
that this SPP must be within the bounds your Object currently defines
if it is to not change Sasquatchs Automatic Sizing settings.)
And thats it! Thats the Experimental Sasquatch
Shading Technique! Take it and make great things with it if it suits your
fancy! Ive found it to be a great help for what I do, you may find
it to be the same! Timothy A twelve-year Lightwave veteran, Timothy Albee now lives, Lightwaves and mushes in the wilds of Alaska. He has authored Lightwave 3D Character Animation, and Essential Lightwave, (spring 2003). He has also written for Keyframe Magazine, (you can find an in-depth comparison of Furring Systems available for Lightwave in Keyframe # 31).
|