Reflective Puddles A tutorial by Valerie RodriguezAPCG 330 Spring 2007Puddle CharacteristicsThey are more transparent near the edges.They are more reflective in the center.Their shape is dictated by the space they fill.Summary of StepsBegin with the object that will define the puddle’s shape.Create a texture map based on the shape of the area the puddle will fill.Create a puddle polygon and give it the reflective properties and texture map.Combine the two shapes and render.Step 1: Create Texture MapSince the shape of the puddle is limited by the shape of the depression it will fill, we are going to create a reference render to guide the creation of the texture map.Step 1: Create Texture MapBring it to layout and render it with the camera directly overhead. This can now be used as a rough guide to create the texture map.Step 1: Create Texture MapIn a Paint program (Photoshop used here), create a texture map with a gradual fading to black where you want the water to be most reflective. Also, save a separate copy with colors inverted.Step 1: Create Texture MapThe completed texture map:Step 2: Create Puddle PolygonCreate and name a flat polygon in the same dimensions as the render so the texture map will remain accurate when applied.Step 2: Create Puddle PolygonBring the Puddle into Layout, open up the Surface Editor and apply the following values in the sections provided. These can be adjusted depending on the desired end result.Step 2: Create Puddle PolygonFrom the Surface Editor, open up the Texture Editor Panels for Transparency and Reflection and apply the two texture maps.Step 3: Preparing for RendersIn Modeler, finish texturing and modifying the defining object (in this case, the ground) as needed, then send it to layout with the Puddle object. Consider subpatching it with “Tab” to smooth the edges of the puddle.Step 3: Preparing for RendersWith both objects in layout, adjust the puddle object so that it is filling the depression without its edges showing.Step 4: Render!In the render options panel, make sure that all Ray Tracing options are on and limit the Ray Recursion Limit to 5 or 6.References:Essential Lightwave 8.5 by Timothy AlbeePuddles in Lightwave 3-D by Erik Nichols
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