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 Pawas Lightwave 3D Tutorials

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Title: Procedural Map Table
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Checkerboard, Grid, Marble, Wood, Underwater, Fractal Noise, Bump, Array, Veins and more
   
 

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Title: Puppy Doodle
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This page is home to tutorials intended for those new to LW [6.x] / [7.x] and later. Note that the material which states itself to be for LW6.x can also be used to learn LW 7.x or later.
   
 

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Title: Red Peppers
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Upon public request (Johnny9ball) I decided to make this tutorial on how to model and texture these red peppers. And make it available for free!
   
 

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Title: Roll your own
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Many of you may be familiar with our Visual FX packages for Lightwave, as well as Fly FX by Dimension Technologies or Hollywood FX. All these programs take the work out of creating transitions in Lightwave. But what if you wanted to create your own? That's what this article is about. We will give you a stripped down scene file designed to show you how to roll your own.
 

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Title: Setting up Backdrops
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A little freebie before we start off on the Mc Laren in the VIP secton: learn how to set up backdrop images in modeler.
   
 

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Title: Shiny Chrome
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Image mapping is intended as a time-saver because it renders faster than ray-tracing. It's also used in Rotoscoping, like in Terminator 2 when the shiny metal guy is running and you can see the background reflecting off him. For anything else, Ray-Tracing is far more realistic. Note that if you have a newer version of LightWave, you can mix reflection images with your raytraced reflections. This can be used for more stylish reflection effects, as long as you've got a nice reflection image.
   
 

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Title: Shiny Refractive Glass
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To make realistic refractive objects, you have to understand how Lightwave handles refraction. As a light ray bounces around in your scene, Lightwave keeps track of the refractive index of the medium that the ray is currently in...
 

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Title: Slip and Sliders
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Start out by opening up modeler and creating a single point. Now, create a new morph for the point by clicking the "m" button at the lower right of the modeler interface and selecting "new". Name your new morph "lh.thumb" (my shorthand for "left hand thumb")...
 

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