Creating and Surfacing a 1-Polygon Mountain
Note: these instructions are for LightWave 7.5. To find
commands in other versions use Alt-F10.
- In Modeler, create a box. Type n and set the dimensions as
desired (e.g. width and depth of 2 meters, height 0).
- Select the bottom and side faces and press Delete, so that
you have only a plane left for the top. (This doesn’t appear to be
necessary in v9 if you haven’t given it any height.)
- Make it into a subpatch surface by pressing Tab.
- Save it and open it in Layout.
- It appears less smooth in layout because the default
subdivision level setting in layout is 3 instead of 6. The subdivision
layout can be changed in the Object Properties window (geometry tab).
Change it to 7 for display and 10 for render.
- At this point you can make it into a landscape by using a
Displacement Map. We’ll use a procedural displacement. Open the Object
Properties window, and click the Deform tab.
- Click the T for Displacement Map.
- In the Layer Type dropbox, click Procedural
Texture.
- Select the Crumple Procedural Type.
- In the Falloff tab, set the X and Z values to about 50%.
- Adjust Texture Value and Small Power to get the look you
want.
- You can also experiment with other procedural
displacements to get other sorts of landscape.
- Get the camera in a position in which it has a nice view
of the landscape. To do so, go to camera view and control-drag or
control-right-click-drag to adjust the camera. Add a keyframe.
- Press F9 to render a frame.
- To apply a surface, open the Surface Editor. Open the Color
Channel Texture Editor by clicking on the T button for the Color Channel.
- Change the Layer Type to Procedural, and set the Procedure
to Crumple.
- Click the Add Layer button and add a Gradient layer. (It
should be above the crumple layer in the list.)
- In the Rendering Options window, turn on VIPER (in version
9, click the Render tab and click VIPER on the left).
- Click in the gradient box to add another key near the
bottom. Change the color of the top key to dark green. Add a key in the
middle and make it brown.
- Press F9 to render a frame. Adjust gradient box to get the
look you like.
- The mountain is too smooth. You can make it bumpier by
adding bump mapping. To do so, in the Surface Editor, click the T button
by Bump. Turbulence is fine.
- Set the layer type to Procedural, and leave the procedure
set to Turbulence.
- Enter texture scale values of about 1-10% of the size of
your plane. (If you created a plane 1m on a side, enter scale values of 10
mm.)
- Click ^F5 to bring up the backdrop editor. Add sky and clouds.
(Double-click the sky tracer to set options.)
- Render a frame and admire your mountains. Say “oooh” and
“aah.”
SkyTracer2 instructions for Lightwave 9
- Create a new scene in Layout.
- Under the Render tab, enable VIPER. Render a frame with
F9, click Continue, and then render a frame in VIPER.
- Select Windows -> Backdrop options. Click the Add
Environment tab and select SkyTracer 2. Double-click the SkyTracer 2 line
to open the options window.
- Under the Clouds tab, click Enable Clouds. Viper should
show clouds in the sky.
- Sky Tracer should have added a light representing the sun,
called SKT_Sun. Click the Sun Position tab to set the desired time of day,
etc.
- Experiment with the other settings.
- Note that SkyTracer can take some time to render. You may
wish to ‘Bake’ the sky – make it into an image that can be loaded as a
background much more quickly. Click the SkyBaker button to bake the sky.