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. (Many of the large images show panels and interface elements not visible in the small image.)
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Stained glass windows are one of those things that can make an indoor scene special; but it seems that every program has its own way of doing effective stained glass. In LightWave, it's the Color Filter setting on the Advanced tab in the Surface Editor that gives stained glass its rich hues, the ability to color everything behind it, and the colored light that makes patterns on the walls and floor when Ray Traced Shadows are used. Just put a value there, and you'll have colored glass. However, there are tricks to making it look really good of course, and Ive been asked to do a tutorial explaining the ones I know. So here you go! In most cases, you won't need to model your stained glass at all; a Stained Glass Surface will fill 99.44% of your needs. Since extra polys just add to render time, don't use them if you don't have to. The entire tutorial deals with making that Surface. To begin with, you will need an image of Stained Glass to use. You can photograph an antique window, or a window that was designed and created by someone who is willing to give you permission. You can use one of the hundreds of Stained Glass Window designs available in books, CDs, or on the web, if you have permission to do so. Or you can design it yourself. How much work you need to do to turn that image into Stained Glass depends on how much detail you need, and whether or not the leading in your image is black. If you don't need much, and you have a good picture of your window with black leading, you can skip most of the steps, and just do the Quick and Easy Method. We'll do the other steps, and you can join us here. |
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If you decide to design your own glass, remember that, theoretically, this window will be constructed from a brittle material that is cut by scoring along a line, and then tapping the glass to fracture along the score. Because of this, some shapes are virtually impossible to cut. Your glass will look more realistic if you limit the shape of the "pieces" to fairly gentle curves and straight lines. This doesn't mean that you can't have a scalloped edge; you can. But avoid areas that are "drilled" out of the middle of another piece of glass, and avoid sharp corners that end in the middle of a piece. If your design calls for elements like that, split the "background" piece of glass into smaller pieces. Take a look at some real stained glass designs to get a feeling for the construction. Personally, I tend to design the glass in Adobe Illustrator, and bring it into Adobe Photoshop for coloring and texturing. In most cases, you want to have what looks like a finished window, including any painting on the glass, fused glass, art glass, and so on. There are some excellent tutorials explaining how to do this in a couple of packages here and here. You can probably convert the ideas to use in your own graphics program of choice without difficulty. If you want to design your own art glass, go for it! If you would rather use "real" glass, Spectrum Glass very generously allows the use of its product for a host of things. If you aren't sure if your use qualifies, write and ask, of course. Remember when you are doing this that the leading won't necessarily be black, although it generally looks black if the window is old. But came (the flexible metal bits with a channel inside that hold the pieces of glass together) comes in brass and zinc, as well as lead; and many windows, especially those with small pieces of glass, are put together with copper foil. (Once again, looking at came on the web will only take a moment, and your homework can make the finished piece much more realistic.) So, if the window is new, the leading can be any metallic color you desire. (I'm using brass, just to show what I mean. |
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Open LightWave Modeler, or begin a New object if its already open. If you saved a SGShape file, go to File > Import > EPSF Loader. This will open a dialog that allows you to choose the options for importing your .ai or .eps file. (If you didn't, or you know how to import an .eps file, you can skip ahead to here.) |
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Give it a surface by tapping q. Call it something like SGSurface. If you want to use Refraction, you'll need to make the air polys, too, so Select the model, Copy, Paste, Flip, and call the surface SGAir, as usual. (If you don't know what I'm talking about, please see the tutorial on Transparency in LightWave. That's it for the modeling! The stuff that makes it into stained glass is done completely with textures, on this simple shape. (If you're not using refraction, it might be as simple as a single poly!) Note: Don't subpatch this. Glass is flat. Save it as StainedGlass.lwo, and send it to Layout. We're about to make a stained glass window! (You can do all the surfacing Modeler, of course, but I find it easier to do where I can see the results as I work, using VIPER or FPrime.) |
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Okay. We are ready to roll! Open the Surface Editor to the Basic Tab, make sure that your SGSurface is selected, and click on the T in the Color Channel to open the Texture Editor. |
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Move down to the Diffuse channel. This determines how much light is bounced back from the object. Transparent surfaces, like glass, have very low Diffuse values, unless they are remarkably dusty and dirty. Opaque, non-reflective surfaces, like the leading, have high Diffuse values. So we need a way to give the glass a low value, and the leading a high one. We are going to use a texture with an alpha layer for this, so, once again, click the T. (If you are doing the Quick and Easy method, and don't have any more maps, you can skip ahead. A low Diffuse will make the leading black, even if it's not already, but it probably wont matter that much. The only problem you might run into is colored light through non-black leading for the Transparency or Translucency channels. If this is a serious problem, you can change the leading color to black, or just make those maps. So, if you want to skip the next steps, just choose the values for the various channels on the Basic tab, and then go here.) If you closed the Texture panel after the last step, it will re-open. If you didn't, the name on the top will change, to show that you are now working in the Diffuse channel, not the Color channel. Above the Layer Stack, choose Paste > Add to Layers. This will put the Image layer from the Color channel at the top of the Layer Stack, with the default layer that was in there when you opened the Panel beneath it. |
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In the Image layer, load the SGLeading image, the one with the isolated leading. Then, at the top of the panel, change the Blending Mode to Alpha. |
And that's it. As Ive said several times in this tutorial, you can make your glass as detailed in the rendering as you like. Using the Quick and Easy method, (just a photograph of an actual window,) can save time both in prep and rendering, and is probably all that you really need for most work. However, for the times when the window is a more integral actor in the scene, or when you need to view it with various lighting conditions, or from various angles as your animation progresses, you now have the knowledge you need to build a complex, highly detailed window. You might, for extreme closeup work, need to build the actual leading. But that's a whole lot of extra polys, and isn't necessary for 99% of the windows you'll need, so I'm not going into it here. (If I get a lot of requests, I might make a different tutorial about how to do that later.) Just remember these five things, and you'll be fine,
Hope you found this tutorial helpful! |
If you have a question, write to me and ask it!
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