Leo Martin's Surface Pro
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k, so just what is SurfacePRO? SurfacePRO is a collection of useful (mainly image based) surfaces that you can load and use at any time with your 3D objects created in Lightwave 3D. Once SurfacePRO is installed, it creates an additional directory created within Lightwave's "Surfaces" directory that contains the new SurfacePRO surfaces. Along with the new surfaces, SurfacePRO will also install several scenes (with simple 3D objects) which will aid in demonstrating the proper usage of the surfaces.
What SurfacePRO isn't. SurfacePRO is not a tutor, but a collection. The documentation you are reading is not intended to teach you the proper operation of Lightwave, but instead provide some tips and hints regarding the included surfaces. If you feel you need help with Lightwave's operation, there is an abundance (if not over-abundance) of training material readily available for just such a purpose.
THE SURFACES
Surface Pro comes with the following surfaces:
ALIEN.CYL
ALIEN.PLN
ALIEN.SPH
ATMOSPHR.SPH
BORG.CUB
BORG.CYL
BORG.SPH
BRASFLAT.RFL
BRASSMTH.RFL
BRICK.CYL
BRICK.PLN
BRICK.SPH
BUMPSWRL.SPH
CHROMBMP.TXR
CHROME.TRC
CIRCUIT.PLN
CLAY.TXR
CLOUDS.SPH
CLOUDS2.SPH
CLOUDSKY.PLN
COPRFLAT.RFL
COPRSMTH.RFL
CORK.CYL
CORK.PLN
CORK.SPH
CRYSTAL.CYL
CRYSTAL.PLN
CRYSTAL.SPH
FABRIC.PLN
FIREBUMP.SPH
FLAGSTON.CYL
FLAGSTON.SPH
FLGST-FL.PLN
FLGST-WA.PLN
FRCFLAME.TRN
FRCTHRST.TRN
GLASS.TRC
GLOBEMAP.SPH
GOLDFLAT.RFL
GOLDSMTH.RFL
JADE.TXR
LIQMETAL.SPH
MARBLE.CYL
MARBLE.PLN
MARBLE.SPH
NEBULA1.PLN
NEBULA2.PLN
REPTILE.CYL
REPTILE.PLN
REPTILE.SPH
ROCK.CYL
ROCK.PLN
ROCK.SPH
SILVFLAT.RFL
SILVSMTH.RFL
WATER.PLN
WOODFLOR.PLN
WOODHORZ.PLN
WOODHORZ.SPH
WOODVERT.PLN
You'll note that most of the surfaces names included in the SURF-PRO directory end with a suffix.
.CUB This suffix indicates that the surface utilizes 'cubic' mapping
.CYL This suffix indicates that the surface utilizes 'cylindrical' mapping
.PLN This suffix indicates that the surface utilizes 'planar' mapping
.RFL This suffix indicates that the surface utilizes 'reflection' mapping
.SPH This suffix indicates that the surface utilizes 'spherical' mapping
The reason for this will be obvious to many of you. Let's say, for example that you've just loaded a flat plane object which you intend to use as a rocky ground for some alien world you've created. You then decide to utilize the 'ROCK' surface included with SurfacePRO. You'll note that there are three 'ROCK' surfaces to pick from, each with a different suffix (.CYL .PLN & .SPH). The choice is easy... you would choose 'ROCK.PLN' for this application... although keep in mind that you may need to make a couple of adjustments (for more info, go to the TIPS portion of this article). By the same token, if you wanted to apply the 'ROCK' surface to a spherical shaped moon orbiting that alien world, the choice is again easy... you would choose 'ROCK.SPH'. You get the idea.
THE IMAGES
Once SurfacePRO is installed, it creates an 'SP' directory located within the Lightwave 'Images' directory. Inside this directory, you will find a number of images. These images are the support files that are used to make up most of the surfaces in SurfacePRO, and of course, they may also be used in creating new surfaces of your own.
RFL001.IFF WATER
RFL002.IFF GOLD
RFL003.IFF FIRE
RFL004.IFF FRACTAL RIPPLE
RFL005.IFF FRACTAL WATER
RFL006.IFF ANGLE HILIGHTS
TXR001.IFF WOOD HORIZONTAL
TXR002.IFF WOOD VERTICAL
TXR003.IFF CORK
TXR004.IFF ROCK
TXR005.IFF EARTH
TXR006.IFF CLOUDS
TXR007.IFF CIRCUIT BOARD
TXR008.IFF MARBLE.1
TXR009.IFF BRICK
TXR010.IFF FLAGSTONE
TXR011.IFF CRYSTAL
TXR012.IFF REPTILE
TXR013.IFF ALIEN SKIN
TXR014.IFF TECH MAP.1
TXR015.IFF TECH MAP.2
TXR016.IFF TECH MAP.3
TXR017.IFF TECH MAP.4
TXR018.IFF TECH MAP.5
TXR019.IFF TECH MAP.6
TXR020.IFF TECH MAP.7
TXR021.IFF TECH MAP.8
TXR022.IFF NEBULA.1
TXR023.IFF NEBULA.2
TXR024.IFF GRADIENT
THE SCENES
Surface Pro also comes with a number of example scenes that will aid in demonstrating some possible uses of SurfacePRO. These scenes utilize the objects that were also installed with SurfacePRO. Keep in mind that these scenes are simple in nature (as are the objects) and are provided primarily to give you a good idea what the new surfaces look like. As with the surfaces originally included with Lightwave, these new surfaces were created to accommodate the included example objects. In other words, a surface created to look proper on a plane that is 5 meters wide will not necessarily look correct on a plane that is 50 meters wide. So, you have a couple of considerations... If, for example, you've created an object you'd like to map with one of the surfaces in SurfacePRO, it would be helpful to check out the size of the object it was being applied to in one of the following scenes. That way you could size your object somewhere in the same ballpark and then make only minor adjustments in the surface menu (such as selecting the proper axis, or clicking on 'automatic sizing'). But, in many cases, this will not be required. For example, if your decide to wrap your object with a spherical surface (one of the surfaces with the suffix .SPH), the sizing will be automatic. Size of the object is also of little concern if you are using one of the reflection surfaces (one of the surfaces with the suffix .RFL)
Following, is a list of the included scenes with brief explanations of the objects and surfaces they utilize.
BORG.LWS
This scene consists of the CUBE.LWO object from the SP objects directory and uses the BORG.CUB surface from the SURF-PRO directory.
BRICKWOO.LWS
This scene consists of the BRICKWAL.LWO and WOODFRAM.LWO objects found in the SP objects directory and uses BRICK.PLN, WOODHORZ.PLN, and WOODVERT.PLN surfaces from the SURF-PRO directory.
CAR.LWS
This scene consists of the Car object from the SP objects directory but does not contain any surfaces from the SURF-PRO directory....yet. This scene is provided primarily for your experimentation of the reflection surfaces and images. For example, try loading the BRASSMTH.RFL surface onto the main body of the car. You'll note that this surface utilizes 'color highlights' to obtain its surface color. To change the brass color to whatever color you like, simply click on the on the 'Surface Color' button and adjust the sliders to the color of your choice. You may also want to substitute the 'Reflection Image' (which would be RFL005.IFF if you indeed loaded the BRASSMTH.RFL) with one of the other reflection images in the SP images directory. For more info, see 'Reflection Map Surfaces' in the 'TIPS' portion of this article.
CIRCUIT.LWS
This scene consists of the CRCUITBD.LWO object found in the SP objects directory and uses CIRCUIT.PLN surface from the SURF-PRO directory.
CLOUDS.LWS
This scene consists of the CLOUDPLN.LWO object from SP objects directory and uses the CLOUDSKY.PLN surface from the SURF-PRO directory. This scene may be animated if you so choose as the texture contains a velocity setting on the minus Z axis (which will result in causing the clouds to move toward the camera view). When you first load this scene, it may appear that there's nothing there in the camera view, but clicking on the XY, XZ, and ZY views should give you a quick perspective as to what's going on. As you may have guessed by now, the CLOUDSKY.PLN surface is one of the few included surfaces that is not image based, but instead uses one of Lightwave's procedural textures 'Fractal Noise' as a transparency map. The color of the clouds is dictated by the settings of the 'Surface Color'.
FLAME.LWS
This scene uses the CANDLE.LWO and FLAME.LWO objects from the SP objects directory and utilizes the FRCFLAME.TRN surface found in the SURF-PRO directory. This scene demonstrates the FRCFLAME.TRN surface, and as you may have guessed, it also uses Lightwave's Fractal Noise texture in much the same way it is used with the SKY-CLOUDS surface. Only this time, the texture velocity is moving on the positive Y axis (thus causing the flame motion to move upward when animated). The color of the flame is dictated by the settings of the 'Surface Color'. For a different looking flame, try adjusting these settings.
GLOBE.LWS
This scene consists of the GLOBE.LWO and GLOBECLD.LWO objects from the SP objects directory and uses the GLOBEMAP.SPH, ATMOSPHR.SPH, and CLOUDS.SPH surfaces from the SURF-PRO directory. This scene loads clouds that are image based. If you want a different look for your clouds, select 'GLOBE CLOUDS - surf' as the 'Current Surface' and then load CLOUDS2.SPH from the SURF-PRO directory. Now the earth will have fractal based clouds that will animate across the planet due to a Fractal Noise velocity setting on the positive X axis. It is suggested that if you want to rotate the earth, that you rotate it only and not the clouds with it (let the velocity do the cloud movement). Rotating the clouds will result in the texture appearing to change direction as its velocity is moving along the 'object's' X axis.
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LANDBAY.LWS
This scene uses the LAND-BAY.LWO and LITCONE1.LOW objects from the SP objects directory and a series of Tech Maps from the SP images directory. The intention of this scene is to demonstrate possible uses for the Tech Maps (TXR014.IFF through TXR021.IFF). Because these maps are so versatile, and their uses virtually endless, we did not create separate surfaces for them in the SURF-PRO directory. It is up to you how to utilize them. For other examples of Tech Map usage, check out the MISSILE.LWS and MOONRUNR.LWS.
MISSILE.LWS
This scene uses the MISSILE.LWO and THRUST.LWO objects from the SP objects directory and a series of Tech Maps from the SP images directory. Although this scene utilizes the THRUST surface, its intention is to demonstrate possible uses for the Tech Maps (TXR014.IFF through TXR021.IFF). For other examples of Tech Map usage, check out the LANDBAY.LWS and the MOONRUNR.LWS.
MOONRUNR.LWS
This scene uses the MOONRUNR.LWO object from the SP objects directory and a series of Tech Maps from the SP images directory. The intention of this scene is to demonstrate possible uses for the Tech Maps (TXR014.IFF through TXR021.IFF). For other examples of Tech Map usage, check out the LANDBAY.LWS and the MISSILE.LWS.
POOL.LWS
This scene uses the POOL.LWO object from the SP objects directory and utilizes the FLGST-FL.PLN and WATER.PLN surfaces found in the SURF-PRO directory. This scene will animate the water when rendered, as will any scene in which you utilize the WATER.PLN surface. To speed up or slow down the water, adjust the 'Wave Speed' in the 'Bump Map' requester of the surface menu.
SP-LOGO.LWS
This scene uses the SP-LOGO.LWO object from the SP objects directory and utilizes the BRASFLAT.RFL, BRASSMTH.RFL, and GOLDSMTH.RFL surfaces. This scene is intended to aid in demonstrating reflection mapping. The front and back of the logo uses the BRASFLAT.RFL surface. The bevels of the logo use the BRASSMTH.RFL. The sides of the logo use the GOLDSMTH.RFL surface. Upon observing the surfaces of the SP-LOGO.LWO object, you may notice that although the bevels use a BRASS surface just like the front and back of the logo, that the surface color of the bevel was altered ever so slightly. This gives a better sense of separation (if one desires) between the two surfaces. Experiment with the surface colors on each of the surfaces on the SP.LOGO and you may be surprised with how many different looks you can achieve. To take the demonstration further, follow some of the guidelines given in "Reflection Map Surfaces" found in the "TIPS" portion of this documentation.
STAGE.LWS
This scene uses the WOODFLOR.LWO, LITCONE1.LWO, LITCONE2.LWO, and CURTAIN.LWO objects from the SP objects directory and utilizes the FABRIC.PLN and WOODFLOR.PLN surfaces from the SURF-PRO directory. This scene demonstrates the FABRIC.PLN and WOODFLOR.PLN surfaces.
SURFACES.LWS
This scene uses the objects SPHERE1.LWO through SPHERE9.LWO and an assortment of surfaces from the SURF-PRO directory. To find out which surfaces are being used, check out the surface name in the 'Current Surface' box for each object.
THRUST.LWS
This scene uses the THRUST.LWO object from the SP objects directory and utilizes the FRCTHRST.TRN surface found in the SURF-PRO directory. This scene demonstrates the FRCTHRST.TRN surface, and just as in the FRCFLAME.TRN surface, it also uses Lightwave's Fractal Noise texture. Only this time, the texture velocity is moving on the negative Y axis (thus causing the motion to move downward when animated). In fact, this provides almost the same effect you would achieve if you turned the Flame object upside down in the Layout. The main difference here is that the velocity is causing the texture to move much faster than that of the FRCFLAME.TRN surface. Feel free to change the velocity to a speed more to liking if you wish. The color also differs slightly from FRCFLAME.TRN. Try altering the settings of the 'Surface Color' to achieve a different look.
GLASCHRM.LWS
This scene uses the CHMSPHR.LWO, GLASSPHR.LWO, and WOODFLOR.LWO objects found in the SP objects directory and uses the CHROME.TRC, GLASS.TRC, and WOODFLOR.PLN surfaces from the SURF-PRO directory. This scene is intended to demonstrate the CHROME.TRC and GLASS.TRC surfaces.
URN.LWS
This scene uses the URN1.LWO through URN4.LWO objects from the SP objects directory and an assortment of surfaces from the SURF-PRO directory. To find out which surfaces are being used, check out the surface name in the 'Current Surface' box for each object.
WATER.LWS
This scene uses the water texture which shows a realistic reflection of the objects in the scene in water ripples.
THE OBJECTS
Once SurfacePRO is installed, you will find a new 'SP' directory located within your Lightwave 'Objects' directory. Inside this directory, you will find a number of objects. These objects are simple in nature and are intended to be used in conjunction with SurfacePRO's scene files to demonstrate possible uses for the surfaces. Obviously, you can use these objects any way you like and for whatever purpose you choose. Note however, that while most of these objects have surfaces applied to them, several of them do not (these are indicated with an '*' before the name). These objects are provided primarily for convenience in testing and experimenting with surfaces. Following, is a list of the installed objects...
BRICKWAL.LWO
CANDLE.LWO
*CAR.LWO
CHRMSPHERE.LWO
CLOUDPLN.LWO
CRCUITBD.LWO
CRYSTSP.LWO
CUBE.LWO
CURTAIN.LWO
FLAME.LWO
*FLATPLAN.LWO
GLASSPHR.LWO
GLOBE.LWO
GLOBECLD.LWO
LAND-BAY.LWO
LITCONE1LWO
LITCONE2.LWO
MISSILE.LWO
MOONRUNR.LWO
NEBULA.LWO
POOL.LWO
SP-LOGO.LWO
SPHERE1.LWO
SPHERE2.LWO
SPHERE3.LWO
SPHERE4.LWO
SPHERE5.LWO
SPHERE6.LWO
SPHERE7.LWO
SPHERE8.LWO
SPHERE9.LWO
THRUST.LWO
*TUBE.LWO
URN1.LWO
URN3.LWO
URN4.LWO
URNS2.LWO
WOODFLOR.LWO
WOODFRAM.LWO
TIPS - Using your own objects with SurfacePRO
As mentioned earlier, the surfaces included in SurfacePRO are sized to look proper with the included example objects and scenes. When applying these surfaces to your own objects, some minor changes in the surface menu will be in order. For example, most of the surfaces with the suffix '.PLN ' were created with the image map applied on the Z-axis. If you wanted to use one of these surfaces to apply a map to the ceiling of a room you've created, you'll probably need to change the image axis to Y and click on 'automatic sizing'. If the ceiling is rather large and you notice that the image is getting somewhat stretched, then begin reducing the image sizing manually (perhaps by 1/2, 1/4, 1/8 or less the original size of the automatic setting) which in turn will increase the detail. Because the images used in SurfacePRO are seamless, the 'tile effect' will be kept to a minimum (with the exception of the Tech Maps which were intended to be tiled). It's really rather simple. Just keep in mind the orientation of the object surface you're applying to, make sure the appropriate image axis (X, Y, or Z) is selected in the surfaces menu, and adjust the image sizing if necessary.
Using the Tech Maps
The Tech Map images (TXR014.IFF through TXR021.IFF in the SP images directory) offer almost endless possibilities. Unfortunately, there's not much of a guideline to follow in creating surfaces with these maps. First off, check out the LANDBAY.LWS, MISSILE.LWS, and MOONRUNR.LWS scenes located in the SP scenes directory. This may give you some idea as to how versatile these maps are and how they may be used. When using these maps on your own objects, we would suggest that you experiment with the sizing. This is probably the key to a great surface. Tech Maps tile very nicely so don't be set on the idea of stretching them to their full size (although it may sometimes be preferable) to fit an object surface. One other tip we would offer would be to try out several of the Tech Maps before settling on one for a particular surface. There's always one Tech Map that will lend itself to the application more than the others... your job is to find out which one works best.
Reflection Map Surfaces
If you're not quite getting that reflective look you've been searching for, go ahead and load one of the reflection map surfaces (with the .RFL in its name) and apply it to the desired object surface. Then load all of the "REFLECT" images from the SP directory in your Lightwave "images" directory. Now it will be easy for you to toggle through all of the available "REFLECT" images in that surface's "reflected image" box. Quickly do a lo-res render for each one until you find the "REFLECT" image that yields the best results. Also remember that the .RFL surfaces get their color through "color highlights". Therefore, it's a simple matter to change the color of the reflection by altering the "surface color". If you're still having trouble, try changing the seam angle of the reflected image. Changing the seam angle (between 0 - 360 degrees) rotates the reflection map on its Y axis. Doing this can actually give you many different looks with just one reflected image. Try increasing the seam angle value by 10 degree increments until you find the look you're happy with. Don't be concerned with the seam line of your reflected image showing itself... remember, these are seamless images. Also, remember to write down the seam angle you settle on as Lightwave does not (unfortunately) save this surface attribute... you will need to re-enter the value next time the object is loaded. Hopefully, this will be remedied in a future update to Lightwave, along with the ability to rotate (and animate) the reflection map on the X and Z axis as well.
Combining Surfaces
While many of the surfaces contained in SurfacePRO are a combination of different attributes (bump, diffuse, luminosity, reflection, specularity, and transparency), we really only scratch the surface (no pun intended) of the variations that are possible. You are encouraged to mix attributes from one surface with another. And not just with those contained in SurfacePRO, but also with other surfaces that you've acquired or created on your own. The possibilities are truly endless!
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Finally, as if if that ain't enough - Surface Pro also includes the popular Pro Textures Combo Collection. 24 seamless texture images which can be used as backgrounds or image maps. This package alone sells for $99.95 and it is included in the Surface Pro package for FREE!!!
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