This tutorial was written for Lightwave 8. There are files available for you to download if you would like; but they are not required to complete the tutorial. Most of the images are shown fairly small, to ease download time. If you would like to see them full-size, just click on the picture.
If you have followed the last several tutorials on Transparent Surfaces in LightWave, you should be pretty comfortable with making them. But what happens when an object has something like a decal or label that overlies the transparency?
We'll explore what to do then using a shot glass. If you want to download it, along with the image files I used, you'll find a .zip file here, and a .sit file here. The first thing you'll need to do is prepare the decal (or label) in your graphics program. For this tutorial, I'll be using Photoshop CS; but you can use whatever program you like, of course. |
Hold down Command/ctrl and click on the thumbnail of the image layer in the Layers palette to select the non-transparent pixels. |
If you want a white border around the decal, as shown here, go to Select > Modify > Expand, and choose how many pixels you would like as a border. I used 4 in this example. |
In Modeler, load the Object. If you are using mine, that's RWShotGlass.lwo. I've already made the Air Surface polys. If you are using your own object, it's easiest to go ahead and do that now, before you add the decal.
We are going to use Planar Projection for the Decal, so we don't have to worry about distortion on a subpatched object (like this glass.) As you know, Planar Projection goes right through the object, and we don't really want a reversed decal on the opposite side. So the first thing to do is to isolate the polys that the decal will be on. Do that, either by using the Perspective view, or by hiding the Air polys, and using the Right orthogonal view. (Remember that you can hide the air polys by using the Surface line of the Polygon Statistics panel. See the earlier tutorials, if you don't know what I'm talking about.) |
Give those polys a new surface (tap the q key). Call it ShotGlassDecal, or something like that. |
In the Surface Editor (F5), right click on the ShotGlass surface, Copy it, and Paste it into the ShotGlassDecal surface. |
Now we're ready to make the magic! Click on the T in the Color channel to open the Texture Editor panel for that channel. |
When you're happy with it, change the numbers in the Y text field to match. (Now you know why we made the image square in the first place!) |
Type in the Value you want for the Diffuse Channel of the Decal. In this case, I'm using 100%, so it will react to light like a painted surface (which is what it's supposed to be, after all.) |
This time, all you need to do is change the value in the Value layer. Type 0% in the text field, and your decal will be completely opaque. |
If you have a question, write to me and ask it!
If this tutorial has come lose from the frame it's supposed to be in, or is in someone else's frame, just click here to fix that. (You may need to select the Applying Decals tutorial after clicking.)
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