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1Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection Empty Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection Qua Jan 26, 2011 2:08 am

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by Leigh van der Byl
Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection Pixel_black


The Need For Some Shine

Okay, before the debate begins
to rage as to whether or not to actually use
specularity, or just stick to reflection mapping,
let's first assess the necessity for shininess
in the first place. Basically, without shininess,
an objects surface appears flat, and does not
really "react" to the light shining on it (of
course, the fact that it has a colour means that
is it reacting in some way to the light, but
I'm talking more in terms of visible "highlights" or "hotspots" here).

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_A
Figure A - without some kind of shininess
this metal
and the leather would appear extremely dull and
flat.


Highlights on a surface give us
an idea of how the surface feels - whether it
is smooth or coarse (not in terms of the objects
topography, which is generally defined by the
bump map), whether it is hard or soft, dry or
wet, old or new, greasy or slimy, and so on and
so forth.

Another extremely important thing
detail it relays to us is the objects everyday
interaction with the world - by altering and
breaking up the reflection of light on it's surface,
we can get clues as to how the object is handled
by people, or how it is used in the world. In
other words, it shows us how the world and it's
inhabitants have left their mark on it, so to
speak. For instance, a wineglass is never really
100% squeaky clean - look closely at it, and
you will see oily fingerprints, faint grime from
general handling, smears from the last time it
was washed, and an entire host of other greasy
smudges, abrasions and dusty marks. These all
affect the shininess of the object by lessening
them. On the other hand, interactions can increase
the shininess - for instance, an apple that has
just been polished, will have brighter, shinier
spots where it has been polished harder.

I think that we can all agree
that the surface definitely does need some attribute
to show the way in which these sort of things
affect and wear an objects surface over time.

Finally, the most obvious need
for this shininess is to show that the way in
which local light-sources are affecting it. Of
course, this is where the debate begins - does
one use specularity, or reflection?


To add more substance to that
question, here is a little refresher course on
light: As we all know, we are able to see things
because of the way that light is reflected off
things around us - the reflected rays shoot into
our eyes, bounce around a complex setup of lenses
and things inside our eyeballs, thus enabling
us to see this wondrous world around us. So,
basically, when setting up textures in CG, we
have to bear in mind that we are dealing with reflection
of light
, and therefore creating the "instructions" for
how the light should be reflected off the objects
surface by creating texture maps, right?

Every detail we see on a surface
is there for us to see because light has bounced
off it and into our eyes, showing us what the
surface looks like.

To sum it all up - shininess is
the reflection of light - the stronger the reflection,
the shinier the object.

So, how do we set that up?
This brings us back to the question - do we set
this up using specularity? Or reflection??

To fully illustrate both sides
of this question, let's look a little more closely
at these two options.

Specularity - The Big Fake

Okay, so what exactly is specularity??
In reality, the effect known as specularity in
CG is actually called specular reflection. A
dictionary definition would describe specular
as a "mirror-like quality".

However, unlike it's real-life
equivalent, the effect of specularity in it's
3D package incarnation, as we are familiar with,
is actually quite different from the reflection
option in any surface editor.

Specularity is basically a way
of faking the reflection of light on
the objects surface
. Let me explain.

Technically speaking, when you
see a highlight on an objects surface, it is
actually a reflection of all local light-sources.
For instance, if you place a fairly shiny plastic
cup onto a table in a room that is lit by a single
lightbulb, you will notice highlights all along
the surface of the cup (and the table too, obviously,
but we are concentrating on the cup in this particular
example). Now, if you look really, really, really closely
at these highlights, you will discover that in
actual fact they are reflections of the lightbulb
itself.

Obviously lots of surfaces don't
have very tight, defined hotspots which are as
clear as they would be on a plastic cup, but
all that has happened is that the reflection
has become more spread-out, a property which
is controlled by the gloss amount, which will
discussed a little later on.

So, having said that, you may
be wondering why I said that specularity is fake.

Specularity is fake because it
doesn't actually reflect the light-source in
the same way that the surface would in reality,
instead it just gives the illusion that the surface
is reflecting light. In other words, it shows
highlights simply because there is light shining
on it. It isn't actually reflecting anything
as such. You could, for instance, shine a spotlight
onto the object, and when it renders, you will
see a round hotspot on the surface, not an actual
reflection of the spotlight itself.

Basically, specularity gives
you round hotspots, that you can break up a bit
using specular maps.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_B
Figure B - Specularity creates round hotspots
on
your surfaces


Reflection - The Real Deal

Fake not good enough for you?
Well, reflection is pretty self-explanatory.
Using reflection on the surface will obviously
allow the object to reflect its surroundings
and local light-sources correctly. No need for
any in-depth explanations here, as we are all
aware of what reflection is and what it looks
like.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_C
Figure C - Using reflection allows the surface
to
reflect its surroundings like a mirror


So now that we know what the differences
between the two are, how do we know which one
to use?? What do we do?
The Big Showdown - Specularity
VS Reflection


Right, now that we understand
what specularity is and what reflection is, we
can look at the argument as to whether to employ
one or both in a surface.

Why use specularity if it is fake?

A fair question. I guess there are
2 immediate answers to that question:

Firstly, specularity renders
faster than reflection
. Accurate reflections
require complex raytracing which takes a lot
longer to render that specularity. In order
to utilise reflection in most software, one
has to activate a reflection option in the
rendering settings, which adds time to the
render in order to calculate the reflections.
And we all hate waiting for renders.

Secondly, reflection almost
always makes objects begin to appear mirror-like
.
To go back to our earlier example of a plastic
cup, if I want to make a plastic cup that should
be realistic, using reflection instead of specularity
is more than likely going to make the cup look
unnecessarily mirror-like.

Perhaps plastic isn't the best
example here, as it usually is a bit reflective
as well as shiny, so let me give another example
- wood. Wood that has no varnish on it, and is
fairly dull, and really doesn't appear reflective
at all, will nevertheless have a hotspot (however
faint and spread-out it might be) on it if you
shine a light directly onto it. Giving the wooden
surface a certain amount of specularity will
allow this hotspot to show on the surface without
it reflecting like a mirror, which is what would
happen were you to use reflection instead.

The same goes for cloth. Look
at the clothes you are wearing - light is creating
highlights on your clothes - these highlights
are especially noticeable on folds in the fabric,
where it is catching the light. Fabric, however,
is most certainly not reflective in the sense
of reflecting objects around it. So using specularity
instead of reflection in this case is more feasible
too.

All this is rather mind boggling
when you consider the fact that the reason that
objects appear shiny in the first place is because
they are, technically, reflecting light. So even
fabric is technically reflecting light.

So is dull wood. It's just that
using reflection is CG tends to makes these surfaces
look too mirror-like.

On the other hand, if you are
wanting to recreate reality perfectly, then it
would make sense to use reflection, as this is
the physically correct method.

AAAARRRRGGGHHH!!!! So, which one
do you use????

I guess this is the bit where
I am going to tell you to use basically whatever
you think looks good. This argument can go on
and on, but in the end I always think that if
it looks good, use it
.

Yes, reflection IS the more realistic
way of doing it, in terms of physics. That is
easy enough to understand. It's just that, more
often than not, the results of doing it like
this tend to end up looking wrong.

What do I use? I tend to use a
little bit of both. I have always used specularity,
and I use reflection to enhance my specularity.
However, I have seen some great work done without
any specularity whatsoever. I guess it really
comes down to individual methods of doing things.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_D
Figure D - our trusty sphere with both specularity
and reflection applied


Having said all this, the cool
thing is that making maps for specularity and
reflection is exactly the same, as they are logically
doing the same thing - defining the shiny areas.

So, how about some tips for
working with this stuff?


Here are some useful tips and
trivia for making specularity and reflection
maps, and working with these attributes when
texturing:

Variation! No surface in
reality has a perfect, consistent shininess.
Everything has been touched in some way by something
- whether by people, animals, the weather, or
anything else. These things will leave fingerprints,
smudges, scratches and other artefacts that will
lessen the shininess of the objects surface.
It is important to include details like this,
as even if they may be really small and almost
indistinguishable, they are nevertheless essential
details for realistic real-world surfaces.

Show some weathering. The
weather, as I mentioned above, leaves obvious
marking on surfaces. These sorts of marks include
drips, stains, drying, damp and that sort of
thing on items. Remember that this sort of damage
should also be included in your colour and diffuse
maps, and are further enhanced by including them
into your specularity/reflection maps as well.

For instance, the paint on a
house will, over years, begin to show weathering
from rain and sun - in terms of damp gathering
in corners, streaky drips down walls, and drying
out and cracking where it has been faced by too
many hours in the sun. Obviously these details
will go into the afore-mentioned colour and diffusion
maps, but altering the specular/reflection maps
will add more detail to these effects - in terms
of the dried, flaky paint will have a broader,
less strong shine too it than areas which are
in constant shadow, and have become damp.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_E
Figure E - add some variation and weathering
to
your reflection and specularity


For human skin - Look
carefully at a face. Notice how the shininess
of skin is uneven. A classic example of how shininess
differs in skin is to look at the area of skin
where the nostril meets the cheek on the face.
Almost always, the skin in this area is drier
and ever-so-slightly rougher, causing it to be
a lot duller than the cheek. The tip of the nose
is almost always rather shiny too.

If you have any scars, you
will see that scar tissue is much shinier and
more reflective than normal skin too. Also look
closely into the wrinkles on the joints on your
fingers, and you will see that the skin there
is smoother and shinier. Also, on the fingers,
the bit of skin just above the cuticles and along
the sides of the fingertips tends to be very
shiny and smooth. If you are texturing skin that
has any tattoos on it, you should note that tattooed
skin is also much shinier, as it is technically
also scar tissue.

Surfaces that are scratched -
remember that with abrasions and scratches, the
shininess tends to change. For instance, if you
have a piece of metal that is painted, the paint
will have a certain shininess. But where there
are scratches in the paint, the metal beneath
will show through, and the metal will have a
different shininess to the paint.

Basic human interaction with
objects leaves very specific and identifiable
marks - particularly from fingerprints. Our fingertips
are very oily, and tend to leave visible residue
on everything we touch. For example, if you handle
a wine glass, you will definitely leave fingerprints
on it, that will alter the reflections in the
glass - in other words, where the fingerprints
are, you will not see as much reflection as in
the untouched areas.

Tip: An easy way of adding
these to your maps is to make a bunch of custom
brushes in Adobe Photoshop®, which are
the shape of fingerprints. You can make prints
from your own fingers and scan them in, make
selections from them and define brushes from
those selections so that you can literally
just paint fingerprints onto your maps. Be
sure to have a couple of different ones though,
of varying sizes and patterns, for added realism.


Another example of how human
interaction alters surfaces is to look at things
that have been used frequently, such as your
computer mouse. Look at the buttons of your mouse
- years of clicking away at them tends to wear
the plastic down so that it is smoother, and
very slightly shinier, since your fingers have
essentially been polishing this area (unless,
of course, you haven't cleaned your mouse recently,
and instead of it being smoother and shinier,
it's just a bit grimy, in which case the shininess
would actually be less).
When dealing with specularity
and reflection, it's extremely important to have
a good understanding of where the object has
been, and how it is used
Blur your reflections -
Since the release of version 7, Lightwave has
had a Blurred Reflections option - for heavens
sake use it! Unless you are texturing a perfectly
clean mirror, most reflective surfaces have a
certain degree of blurring to them. Even just
slight blurring can help to get rid of that nasty
CG look. To blur your reflections, go to the
Advanced tab in the Surface Editor, and enter
in the desired amount under Reflection Blurring.
Be aware, however, that this can add considerably
to rendering times.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_refBlur

Specular blooms - blooming
is basically an effect from very, very bright
highlights, where the highlight almost seems
to glow. This is very noticeable on things that
have been covered in some sort of lacquer - such
as car paint. The finish on car paint often tends
to give off extremely bright highlights when
the car is in the sun. Looking at these spots
usually gives you mild retina-burn - I'm sure
you all know the effect I'm talking about. It's
almost like a mini-lensflare, in that it is sparkly,
and has lots of little streaks coming out of
it.

If you are working with surfaces
that are coated in very reflective substances,
then adding a bloom can give it a nice touch.

To use blooms in Lightwave,
simply go to the Scene tab in Lightwave, go to
Image Processing, and load the Bloom filter under
Pixel Filters. Alternatively, you can also use
the Corona filter, which is similar to Bloom,
but with a few more options. The use of these
filters is covered in your Lightwave manual.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_bloom

The Fresnel Effect -
in the reality, the angle between you and the
surface of the object that you are looking at
affects the amount of light that is reflected
and refracted that you can see. This effect is
particularly important when dealing with surfaces
which are transparent. For example, if you look
at a lake from a far-off distance, it will appear
almost completely mirror-like, yet, as you get
closer, and the angle at which you are seeing
the water widens, the water appears less reflective
and more transparent. This is called the Fresnel
Effect (pronounced "fre-nel" - the "s" is silent),
an effect wich gets its name from the French
physicist Augustin-Jean Fresnel, who first documented
it.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_E
Figure F - the Fresnel effect in action. As
the
sphere curves away from the glancing angle, the
reflectivity of the surfaces increases

You can implement this effect in one of two
ways:

Firstly, by using the Fresnel
shader
(you can load this shader under
the Shaders tab in the Surface Editor). The
shader pretty much creates the effect for you,
just leaving you to adjust it the way you want.
The effect is controlled by adjusting the glancing
angle for the specular, reflection and transparency
amounts (the shader also offers controls for
other attributes such as luminosity, diffuse,
and translucency as well, but these are, in
my opinion, better controlled by gradients).

The glancing angle is measured
from the surface normal, thus 0 degrees is any
surface normal that points directly at the camera,
and 90 degrees refers to any surface normal that
is perpendicular to the camera.

So basically, you set the minimum
glancing angle and enter in the amount of reflection,
specularity and transparency that will be visible
at that angle (generally speaking, the lower
the angle, the lower the amount of reflection,
and the higher the amount of transparency, if
the object is transparent), and as the angle
increases, the amount of reflectivity will increase.

Lightwave has two Fresnel shaders
- Fast Fresnel and Real Fresnel.
The former is obviously a quicker, simpler version
of the effect, whilst the latter is a more realistic
implementation. The use of both these shaders
is covered in your Lightwave manual.


Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_fresnel

The second way of creating the
Fresnel effect is by faking it with gradients.
Basically, this involves putting gradients into
your reflection channel (as well as a gradient
of opposing values into your transparency channel,
if the object is transparent), that are controlled
by incidence angles.

In other words, you create
an incidence-angle gradient going straight from
dark to light, and you put it into your reflection
and specular channels, so that when you look
straight at the object, it isn't reflective,
but as the surface slopes away from you, it becomes
shinier and more reflective.

Let's say, for instance that
I am texturing a chrome sphere (and for the sake
of this example, let us assume that this chrome
sphere is absolutely perfect in terms of being
perfectly 100% reflective).

I would place an incidence-angle
gradient into its reflection channel, going from
100% black to 100% white.

The effect that this gradient
will have is basically 0% reflection when looking
perfectly level at the object (0 degrees glancing
angle), going to 100% reflective at any part
of the object that is viewed at an angle of 90
degrees from the same point - in other words,
the front bit of the sphere that I am looking
straight at will appear absolutely 0% reflective,
while the very edges of it will be 100% reflective.


Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_G
Figure G - a light incidence gradient that
will be 0% reflective at a glancing angle
of 0 degrees, and 100% reflective at an angle
of 90 degrees
.

The same technique would apply
for a transparent bubble. Now that you understand
the basic principle of the Fresnel effect, you
should know that if you were to create a bubble
floating in the air, if you point a camera straight
at it, the bit facing directly level at the camera
would appear more transparent than the edges,
which would ideally appear more reflective. This
effect would be achieved by placing gradients
of opposing values into the reflection and transparency
channels.

In other words, you would place
a gradient going from black to white (as in the
previous example) into the reflection channel,
so that the reflection would be 0% when looking
at it straight on. Then, you would place a gradient
into the transparency channel that goes from
white to black, so that where it is 0% reflective,
the bubble will be 100% transparent, and where
it is 100% reflective, it will appear 0% transparent.
Make sense? Good!

Remember that this is actually
a real world effect, so you should try and utilise
it.

Tip: Gradients/Ramps are
really excellent things to use in texturing.
All too often their usefulness is overlooked,
when in fact they are absolutely essential
for creating certain effects, such as I have
explained here. They are also great to use
as alpha channels for image maps or procedurals
that you may also be using. I highly recommend
that you check them out and start using them!
You will most likely find them invaluable once
you see how incredibly useful they are, especially
for controlling the visibility and placement
of other maps and effects in multi-layer texturing.


BRDF - aaah, the most
impressively named effect in texturing - the
bi-directional reflectance distribution function.
Complicated sounding name, fairly simple effect
(in terms of execution). To use Lightwave BRDF
shader, you simply load it from the list under
the Shaders tab in the Surface Editor.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_brdf

For people who like to sound
like physicists, here is an extremely technical
explanation of BRDF for you to try and memorise:

The bi-directional reflectance
distribution function gives the reflectance of
a target as a function of illumination geometry
and viewing geometry. The BRDF depends on wavelength
and is determined by the structural and optical
properties of the surface, such as shadow-casting,
mutiple scattering, mutual shadowing, transmission,
reflection, absorption and emission by surface
elements, facet orientation distribution and
facet density.

Hmmm.. That didn't make a whole
lot of sense to me.

Simply put, BRDF basically describes
what we all observe every day - that the surfaces
of objects look different when viewed from different
angles, and when illuminated from different directions.
It's to do with the directional scattering of
lightrays from an objects surface (as well as
the bouncing of light within an object, known
as sub-surface scattering, which is something
that I will deal with at a later stage, when
I do the workshop on Translucency).

Not to be confused with the
Fresnel effect, as this is quite different, the
implementation of BDRF in 3D software is basically
to add detail to the specularity - it allows
for the effect of anisotropic specular
reflection
.

Anisotropic specularity is
basically specularity with a grain in it. A distortion.
It can be used to create what is often called
a "brushed-metal" look. Basically what it does
it create the illusion of tiny grooves on the
surface, which then reflect the light in different
directions, depending on the way in which the
grooves run along the surface. You can also use
the shader to determine which lights affect the
surface, and are thereby scattered by these grooves.
This results in a broader, softer specular highlight
(as in Figure H).

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_H
Figure H - BRDF shader with anisotropic specularity

This effect is really great
for things like stainless steel and brushed metal.
If you study these surfaces, you will notice
that the highlights always run at right angles
to the actual grain in the metal. You can set
this up by using Anisotropic II reflections in
the shader, and then setting up angles which
are 90% apart in the Alpha and Beta settings
(Lightwave 7.0) / Anisotropy and Direction settings
(Lightwave 7.5).

Another thing that the BDRF
shader does is allow you to add multiple layers
of specularity. This is really awesome for when
you are texturing something that is coated with
varnish or any other lacquer. For instance, if
you are texturing a car - a cars surface is covered
in paint, which is then coated in a clear seal.
These two substances (the paint and the coating)
each have a different specular amount, which
you can use this shader to set. Pretty nifty.

Tutorials LightWave 3D Texturing for Dummies Part 4 Specularity, Glossiness, and Reflection T4dpart4_I
Figure I - BRDF shader with 2 levels of specularity.
The lower layer has a tighter highlight while
the
top layer has a broader highlight


Lastly, the most important tip
of all - DON'T OVERDO IT!! One of the
worst mistakes made in texturing is the tendency
of individuals (especially beginners) to completely
overdo reflection, and make everything look perfectly
mirrorlike. This is a dead giveaway that the
object if computer generated. Apart from that,
it also looks a bit yucky. So just use it in
moderation - study your references for the object
you are texturing, and make sure that it's reflection/specularity
matches. You will see that cars in the real world
are not 100% reflective, and neither are chrome
teapots (although those are very reflective,
just not 100%).

Ummm. wasn't this workshop
also supposed to be about Gloss??


Well, I left glossiness until
the end because there isn't all the much to explain
- basically, the gloss amount in your surface
editor controls how spread out the specular highlights
are. The higher the gloss amount, the tighter
the highlights.

For example plastic tends to
have a fairly high glossiness, whereas fabric
such as cotton has practically no glossiness.
Pretty simple. Usually you have to have some
amount of specularity on a surface to use glossiness,
or else the gloss amount won't actually have
any effect, because it works hand-in-hand with
specularity.
And that's about it!
By Leigh van der Byl
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
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