LightWave [8-9] Tutorial: Ice Cubes with Surface Thickness (En)

You maybe wonder how to get Surface Thickness right.
After a lot of try and error I came up with this solution.

(Updated November 2008)

Modeler

Create Box
Load Modeler and create a 2 x 2 x 2cm box as shown on the left.

Rename the „Default“ surface setting to something appropriate.

I named mine „IceCubes“ .o)

Hit „Tab“ to make it a subpatch object, we’ll need more polys later as we will use Bump Displacement to deform the ice cubes.

Save your object.

Now add a plane approx. 1 x 1 meter or use an object of your liking. Save this object, too.

Layout

Ice Cubes in Layout
Load Layout, load the plane and the ice cube.

Clone your ice cube once and place it slightly behind the first one, so you can see the Surface Thickness later.

Now change your light type to a Point Light, put it left to the cubes, clone it, place it right to the cubes and uncheck „Affect Diffuse“ as we simply want to have more Specular highlights to make them look more interesting…

Furthermore, I would suggest to set „Ray Recursion Limit“ to 4 - higher values will increase render time!

Also, check the „Ray Trace Refraction“ button because we are using refraction to give the ice cubes a more realistic look.

Surfacing

Surface Editor
Select the „IceCubes“ surface for some basic changes.

Click on the Surface Editor image on the left hand side to see my settings.

Don’t worry about the „T“ buttons, I will explain them later.

Check „Smoothing“ and „Double Sided“.

F9ing :o)

Test Render
If you want, you can do a quick render by hitting F9.

Your image should look similar to mine.

Gradients: Color

Color Gradient
I wanted the center of the object to be non-transparent with a gradually increasing transparency towards its outer area. We will do the settings for that in the Transparency Channel later.

First we will define two colors to strengthen the thickness effect. The upper key defines the color of the transparency towards the outer area of the ice cube, the lower key the color of the opacity in the center. I have chosen a range from 0 to 4cm instead of 0 to 1cm* for a smoother transition between the colors.

* Remember, our ice cube’s dimensions are 2 x 2cm, so the center would have been reached at 1cm distance.


Color Gradient appliedColor Gradient applied

Gradients: Luminosity

Luminosity Gradient
Though the Incidence Angle hasn’t much to do with the Surface Thickness (maybe it’s different in the real world) it looks more interesting when the edges are brighter than the middle of the object.


Color & Luminosity Gradient appliedColor & Luminosity Gradient applied

Gradients: Reflection

Reflection Gradient
The ice cube shouldn’t have too much reflections at the edges but more at the sides, so I have created another Incidence Angle.


Color, Luminosity & Reflection Gradient appliedColor, Luminosity & Reflection Gradient applied

Gradients: Transparency Surface Thickness

Transparency Thickness
Here comes the most important part for creating Surface Thickness.

By playing around with the values you will notice that the smaller the distance from key 1 to key 2 is, the sooner the non-transparent areas will appear.

I placed mine at 1.75cm.


Transparency Surface Thickness Gradient appliedColor, Luminosity, Reflection & Transparency Surface Thickness Gradient applied

Gradients: Transparency Incidence Angle

Transparency Incidence Gradient
To achieve transparency resp. opacity in relationship to the point of view I defined one more Incidence Angle Gradient.


Transparency Incidence Angle Gradient appliedColor, Luminosity, Reflection, Transparency Surface Thickness & Incidence Angle Gradient applied

Bump Maps: Layer 1

Bump Texture Layer 1
This is the first layer with a smaller bump map size…


Bump Maps: Layer 2

Bump Texture Layer 2
…and this the second layer with a bigger size to achieve more variations of the bumps.


Bump Maps appliedColor, Luminosity, Reflection, Transparency Surface Thickness & Incidence Angle Gradient & Bump Maps applied

Bump Displacement

Bump Displacement
Now go to the Object Properties Panel and check „Bump Displacement“ and enter a value of 5cm. This is enough to deform the overall shape a bit.


Bump Displacement appliedColor, Luminosity, Reflection, Transparency Surface Thickness & Incidence Angle Gradient, Bump Maps & Bump Displacement applied

That’s it!

I hope this tutorial was helpful to you.

Now at the end of this tutorial have a great party with your ice cubes and some cocktails :-)

For those who are not willing to struggle around with the settings simply download the scene file (LW 8.5 and 9.5 scene file).

If you have any questions, comments or ideas for a new tutorial, I would be happy to hearing from you, just leave a comment. :-)

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8 Kommentare zu “LightWave [8-9] Tutorial: Ice Cubes with Surface Thickness (En)”

  1. notus meint:

    hallo,
    sehr fein dieses tut.
    ..auch die website und das menü ist genau mein look

    gefällt

    1a
    lg
    notus

  2. Avatar sms meint:

    Vielen Dank für deinen Kommentar. Freut mich sehr, dass es dir gefällt! Die Webseite ist noch nicht ganz fertig - wenn es soweit ist, biete ich das Theme zum Download an :-)

  3. Leinwanddruck meint:

    Wow - I am deeply impressed. Das ist wirklich faszinierend. Danke, dass du die einzelnen Schritte so gut kommentiert hast.

  4. Nikolaus meint:

    Thumbs up! Einfach klasse. Vor allem dass es jetzt auch nen neues Design gibt. Ich hatte vor lange, diese Seite schon gefunden. Da sah noch alles anders aus.

    Wäre doch sehr schön, wenn Du mal wieder ein neues Tutorial posten würdest.

  5. Nikolaus meint:

    Hm,

    jetzt hab ich doch mal eine Frage. Läßt sich das nicht auch mit den Nodes irgendwie lösen?

  6. Avatar sms meint:

    Hallo Nikolaus, ja, ich sollte mal wieder ein neues Tutorial posten, eine Idee dazu habe ich auch schon. Wird demnächst kommen.

    Das Eis läßt sich sicher mit Nodes realisieren, ich habe mich aber bisher noch nicht mit einer Lösung über Nodes auseinandergesetzt, weil ich bisher alles mit Gradients und Layern visualisieren habe können, aber wahrscheinlich hast Du Recht - es wird wohl Zeit, dass ich mich damit auseinandersetze :-)

  7. Innenarchitektur meint:

    das schaut gei aus :) danke für die ganze information.

  8. Nikolaus meint:

    Hi SMS,

    habe LightWave schon laaange den Rücken gekehrt. Letztlich war es vor Jahren eine dumme Idee, auf LW zu setzen. Das ist einfach ein totes Programm. §dS Max, C4D, Alias etc. sind da deutlich besser.

    Mir war aufgefallen, dass man bei LW dazu neigt, stundenlang herum zu spielen und letztlich kein brauchbares Ergebnis bekommt.

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