Begin by opening Layout... (duh!)
Before we load our starfield object, we
will add a Null Object to act as
an overall parent for all the scenery
in our project. This will facilitate any
tweaking of the rotations of the starfield(s)
later on.
Add a Null Object now, and call it Space
Scenery Parent. (In Lightwave 5.6
you can name a Null Object by opening
the Objects panel and choosing
Save Object while the Null is selected.)
Now load up your starfield object and parent
it to the Space Scenery Null.
If you look through the camera at this
point (press 6 on your numeric
keypad), you will see that Lightwave has
automatically positioned the camera outside
the starfield globe so that the camera
can see the whole object. This is not
what we want, so reset the position of
the camera to somewhere in the middle
of the starfield globe and rotate it to
your own taste.
You may also want to decrease the Grid
Size slightly so that the grid squares
are visible. Do this using the square
brackets (' [' and ']' ).
The image above has the grid size set
to 50km.
Before we go any further, open the properties
for the starfield object (select the object
and press p).
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Lightwave [6]
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Lightwave 5.6
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In the Object Properties
window, click the 'Rendering'
tab.
Set the Object Dissolve
to 15%.
Set the Particle/Line Thickness
to 3.0 (do not use 'medium'
because Lightwave [6] renders
single point polygons in a
different way from Lightwave
5.6)
Turn off ALL shadowing options
for the starfield object (Self
Shadow, Cast Shadow, Receive
Shadow).
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In the Objects Panel,
click the 'Appearance Options'
tab.
Set the Object Dissolve
to 15%.
Set the Particle/Line Size
to Medium.
Turn off ALL shadowing options
for the starfield object (Self
Shadow, Cast Shadow, Receive
Shadow).
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These steps ensure that the starfield will
render correctly, without accepting shadows
from other objects, and at the correct
size.
Close the Object Properties / Objects Panel
and open the Surface Editor / Surfaces
Panel. (Although Lightwaves [6] and
5.6 call this window different names,
I will refer to it as the Surface Editor
from now on... don't get confused.)
In the Surface Editor you will see a whole
bunch of surfaces defined, including Stars
01 to Stars xx and Magnitude
0 to Magnitude 5.
We know all about the surfaces called Stars
xx, because we created them ourselves,
so what are these 'Magnitude x'
surfaces all about? These are the surfaces
that were applied to the ACTUALSTARS.LWO
object that we incorporated into our starfield,
and luckily, the surface settings are
pretty good, so we won't need to alter
them.
What we do need to alter is the surface
settings for our own star surfaces.
Begin by selecting the surface called 'Stars
01' and setting its surface attributes
as follows:
| Colour |
255,255,255 |
| Luminosity |
100% |
| Diffuse |
0% |
| Specularity |
0% |
| Reflection |
0% |
| Transparency |
0% |
| Translucency (LW[6] only) |
0% |
| Bump (LW[6] only) |
100% |
In addition to these settings, if you are
using Lightwave 5.6, click the 'Additive'
button next to the Luminosity setting.
If you are using Lightwave [6], click
the Advanced tab and set Additive
Transparency to 100%.
The Additive option will quickly
become your friend when doing space scenes.
What it does is it tells the renderer
to ADD the colour of the surface with
Additive applied to whatever is behind
it in the rendered image. In plain English,
this means that a surface with Additive
applied will never make an area darker
by its presence.
An example: You have a bright blue nebula
with a bunch of dim stars in front of
it. If these dim stars do not have Additive
specified in their surface settings, they
could potentially render as dark patches
on top of a brighter background. This
would be bad. However, if they had Additive
applied, they would be incapable of making
the area they occupy darker, so they would
render brighter than the nebula.
The above pair of images are a very extreme
example and are fairly ugly, but they
demonstrates the principles.
You may have noticed that the surfaces
brought in from the ActualStars
object have a texture applied to them.
They use a simple fractal texture that
moves across the stars in order to create
a certain amount of glimmer and twinkle
to the stars.
We will add our own version of this texture
to our own surfaces, just to add a little
more variety to our stars.
Making sure that you have Stars 01
set as your current surface, click on
the
or
(depending on your version of Lightwave)
next to the colour setting in the surface
editor to add a texture to the colour
channel.
In Lightwave [6], use the settings shown
above. In Lightwave 5.6, simply add a
Fractal Noise texture with a colour of
0,0,0 and a texture size of 100m, 100m,
100m. Leave all the other settings at
their defaults.
Now that you have set up 'Stars 01',
copy the surface settings from this surface
and paste the settings back to all of
the other 'Stars xx' surfaces.
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Lightwave [6]
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Lightwave 5.6
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To do this in Lightwave
[6], right-click
on the name of
Stars 01
in the surfaces
list and select
Copy from
the pop-up menu
that appears.
Now right-click
on the name of
Stars 02
and select Paste
from the pop-up
menu.
Continue doing
this until you
have pasted the
settings into
all of your Stars
xx surfaces.
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To do this in Lightwave 5.6,
click Render in the
Samples window that
sits next to the Surfaces
panel while you have 'Stars
01' selected.
Now select the next surface
(Stars 02) and click
on the white sphere that was
produced when you hit
Render. Lightwave will
ask 'Copy surface settings
from this sample to the current
surface?'. Click Yes.
Now select the next surface
(Stars 03) and click
again on the texture sample
to copy the settings to the
surface.
Continue doing this until you
have copied the settings to
all of the Stars xx
surfaces.
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Hopefully, all your Stars xx surfaces
will now have the same settings as Stars
01.
It is now time to set the correct colours
for your stars. We will be using the stars'
colour to define how bright the stars
will be in space, rather than using the
luminosity setting, which is set to 100%
for all of the Stars xx surfaces.
Therefore, for stars that you want to be
very bright, use a very bright colour,
such as 255,252,232 and for stars that
are more dim, use a darker colour such
as 45,2,70.
The colours you choose are entirely up
to you, but as a guide, these are some
of the colours I use in my starfield object:
| Stars 01: 227,232,253 |
Stars
06: 056,061,029 |
| Stars
02: 006,006,172 |
Stars 07: 137,138,113 |
| Stars 03: 252,220,218 |
Stars
08: 106,105,079 |
| Stars
04: 075,073,107 |
Stars 09: 234,235,194 |
| Stars 05: 205,153,154 |
Stars
10: 108,139,142 |
Try to get a good range of colours for
an authentic-looking starfield.
That would appear to be everything! Save
your object now.
Let's test how this thing renders.
Go to the Camera panel (select the camera
and press p) and set the following
options:
Resolution: 640x480
Pixel Aspect: 1.0 (Square Pixels)
Antialiasing: Enhanced Low
In the Render Options panel, set
the Render Display to QV so that
we will get a real-size display of our
image.
Now hit F9 and let's see what happens.
What did you think of that? I know what
you're thinking: "It could use more
stars".
That's easy to fix. Open the objects panel
and make two clones of the starfield object.
(In Lightwave [6], the cloner is accessed
through ).
Select the first clone object and set it's
rotation at H=120, P=0, B=0. Now select
the second clone starfield and set its
rotation to be H=240, P=0, B=0. This will
prevent any obvious repetition of star
patterns in your renders.
Hit F9 again and how does it look? Muuuuuch
better! We could do with a little more
variation in the stars' brightness and
size though.
Let's add a bit of variation to our two
clone starfields.
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Lightwave [6]
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Lightwave 5.6
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Select the first clone starfield
and change its Object Dissolve
level to 55%.
Change the Particle/Line
Thickness for this object
to 2.5 pixels.
Select the second clone starfield
and set its Object Dissolve
level to 65%. Also, set the
Particle/Line Thickness
for this object 1.5 pixels.
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Make sure that there are no
open Lightwave control panels
and press Ctrl+Shift+F1
to enable Experimental
Features.
Now select the first clone
starfield and change it's
Object Dissolve level
to 55%.
Change the Particle/Line
Size for the first clone
object to Medium Small.
(This new size became available
by enabling Experimental
Features).
Select the second clone starfield
and set its Object Dissolve
level to 65%. Also, set the
Particle/Line Size
for this object to Small.
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Render again and you've got a pretty darned
good starfield.
Save your objects and save your scene as
'Space_Environment_01.lws'. We
will return to this scene at a later date.
A few other important things to note for
scenes including a starfield:
- If you are rendering an animation
and your camera is going to move or
rotate in a scene with a starfield
(or any kind of Single Point Polygons)
you MUST turn on Particle
Blur in the Camera Settings panel.
Without this effect turned on, any
animation showing particles will have
very nasty, flickery stars. If the
camera makes any very quick rotations,
the resulting rendered frames may
look a little odd when you view them
as stills, but trust me, it all works
out when you put the frames together
and playback the animation.
- When you are animating your spaceships
or whatever else you have in your
space scenes in OpenGL mode, you may
find that you are unable to see the
stars in the background of the OpenGL
view. This simply because of the way
Lightwave treats OpenGL. If you increase
the grid size significantly using
the square bracket keys, the stars
will magically appear. They will always
render when you press F9 or F10, regardless
of whether they are visible in OpenGL
mode or not. Likewise, you may find
that you can only see the stars in
OpenGL and your ships are missing.
Again, fix this by altering the grid
size with the square bracket keys.
- Single point polygons in Lightwave
[6] are rendered in a different way
from Lightwave 5.6. As a result of
the new rendering process, you should
always render your Lightwave [6] starfields
with Enhanced Antialiasing
(camera panel) turned on to avoid
flicker and harsh edges
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