| Introduction | - What is it? |
| Notes for EdgeFX5.6 users | - What's changed? |
| Installation | - Where do I put it? |
| Usage | - How do I use it? |
| Examples | - No, really, how do I use it? |
| Frequently asked questions | - What will I most likely ask about it? |
| Known Bugs and Limitations | - What's wrong with it? |
| Contact Happy Digital | - Where do I complain? |
EdgeFX6 is a set of LightWave[6.5] Plug-ins that lets you instantly add smooth edges and other edge effects to your existing objects.
Key features:IMPORTANT:
You'll have to re-do effects that you applied using the old EdgeFX. The internals of EdgeFX6 have changed too much to be able to load the old files.
Copy the file named "EdgeFX_6f.p" into your Lightwave/Programs/Plugins/Texture folder.
Now, fire up Layout. Open the Layout->Plug-ins->Add_Plug-ins panel and add the "EdgeFX_6f.p" plug-in. A message should appear that says "2 plug-ins have been successfully added." Exit Lightwave to save these changes.
Voilą!
IMPORTANT:
If you purchased this product electronically, you should keep a backup on a floppy, or burned onto a CD-ROM.
Load up some objects into Layout. You can start with some of the Furniture objects that come with LightWave.
EdgeFX6 Shader
This plugin controls the EdgeFX6 settings for a surface. Apply it to every surface you want EdgeFX6 to modify. To do this, go to the Surface Editor and select the surface. Under the Shaders tab, use the Add Shader pop-up to add EdgeFX6. If EdgeFX6 does not appear in this list, make sure you've installed it correctly.
Now let's look at the options. Double-click on the EdgeFX6 entry in the Shaders list to bring up the EdgeFX6 panel.
The panel has a bunch of options. Here's what they do in a nutshell:
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Geometry Options Apply to [Convex | Concave | Both] -
This tells EdgeFX6 what kinds of edges to modify.
Use World Coords - Check this checkbox if you want EdgeFX6 to use World Coordinates for calculating the widths of the edges. Ordinarily, the edges will be "glued" to the object. If this option is checked, the edges may change width depending on how the object is scaled or deformed. The default setting is off. Apply to Open Edges - An open edge is an edge on a single polygon, instead of between two polygons. Open edges occur in flat text objects, for example. Check this checkbox if you want EdgeFX6 to modify open edges. The default setting is on. Override Smooth Angle - If this checkbox is left unchecked, EdgeFX6 will automatically use the Max Smoothing Angle in the Surface editor to determine which edges to affect. EdgeFX will only affect the edges that LightWave hasn't already smoothed. Check this checkbox and fill in an angle if you want to override the smoothing angle. Bevel Options Bevel Edges - Check this box if you want EdgeFX6 to smooth the surface normals along edges. The default setting is on. Width - This controls the width of the bevels, over which the surface normal varies. The default setting is 1 mm. Bevel Type [Smooth | Panel | Cap] -
This tells EdgeFX6 how to modify the surface normals along edges.
Smooth Corners - Check this box if you want EdgeFX6 to apply extra smoothing at the corners of objects. The default setting is on. Corner Indentation - This tells EdgeFX6 how much to flatten off a corner as it's being smoothed. The default setting is 0% Surface Options Alter Surface - Check this box if you want EdgeFX6 to alter the surface settings near edges. Amount - This controls how strongly the surface settings are altered near edges. The default setting is 100%. Width - This controls the width of the surface effect along the edges. The default setting is 1 mm. Feather - This controls how much of the edge is feathered. The default setting is 0%. Negative values create an inverted feather. Fade with Angle, From, To - Check the Fade with Angle box if you want the strength of the surface effect to vary with the sharpness of the edge. Set From to the edge sharpness angle at which the surface effect has a strength of 0. Set To to the edge sharpness angle at which the surface effect has full strength. The default setting is off. Noise - Check this checkbox if you want the surface edge effect to be modulated by animatable noise. Noise Type [Taper | Multiply] -
This controls how the noise modifies the surface edge effect.
Noise Contrast - This value controls how much contrast is in the noise. Lower values make noise with smoother features. Higher values make noise with sharper features. The default is 1.0, which is about as smooth as default Fractal Noise in LightWave. Edit Noise Texture - This opens up LightWave's Texture Editor, allowing you to define the texture for the noise. Good results can usually be obtained with the Turbulence Procedural Texture, but you are encouraged to experiment. Color Gradient - Check the checkbox beside the gradient if you want EdgeFX6 to apply a color gradient based on the distance to the edges. The Gradient Editor works as follows:
The gradient is defined using keyframes. Each keyframe is represented by a keyframe gadget, consisting of a drag gadget (the little diamond on the top) and a color gadget (the little box on the bottom). There is always a keyframe at either end of the gradient. To select a keyframe, click on the middle of its gadget, that is, somewhere between its drag and color gadgets. Click there again to deselect the keyframe. The currently selected keyframe will display its parameter value (from 0 to 100) in the middle of its gadget. The above diagram shows a selected keyframe with a parameter of 67. To create a keyframe, click anywhere on the gradient where there currently is no keyframe. This creates a new keyframe at that location. To delete a keyframe, shift-click its drag gadget. To drag a keyframe, click-and-drag its drag gadget. Note that you can drag a keyframe right up to another one, such that they occupy the same parameter value. This lets you create sharp changes in the gradient. You can still drag the keyframe later to another position. To edit a keyframe's color, click its color gadget to bring up a color dialog. To copy a keyframe to a new keyfame, first select the keyframe. Then, shift-click the gradient where you want the new keyframe. To copy a keyframe to an existing keyfame, first select the keyframe. Then, shift-click the color gadget of the keyframe that you want to copy to. The parameter of the keyframe corresponds the percentage of the edge width that a surface point is at. So the keyframe at 0 is right on the edge, and the keyframe at 100 is Width from the edge. This concludes the documentation of the Happy Digital Gradient Editor. Color, Luminosity, Diffuse, Specularity, Glossiness, Reflectivity, Transparency, Refraction Index, Translucency - These control how the corresponding settings in LightWave's surface settings are altered along edges. To activate a setting, check the corresponding checkbox and enter the value you want the setting to have along the edges. NOTE: To edit the Color, click-and-drag the RGB values. Opening the color dialog doesn't work. This appears to be a bug in LightWave itself, and may be fixed in future releases of LightWave. Copying / Pasting Options Copy / Paste - These buttons will copy / paste the EdgeFX6 settings. EdgeFX6 keeps these copied settings in your TEMP directory (usually WINDOWS \ TEMP), so you may want to occasionally clean out that directory. Save / Load - These buttons will save / load the EdgeFX6 settings to a file of your choice. You can use this to build up a library of your favorite EdgeFX6 settings. |
The first two images show what happens to a stock object when you apply EdgeFX6 to it. The image on the left is the object without EdgeFX6. The image on the right is the object with EdgeFX6 applied, using the default settings.
The next two images show what happens when you vary the Smoothing Angle. The image on the left has a Smoothing Angle of 90°. The image on the right has a Smoothing Angle of 0°. The edge effect is a black outline.
This next image shows the Fade with Angle option in action. The fade is from 0° to 90°. The edge effect is a black outline. Note how the outline is dimmer at shallower angles.
The next two images show the Feathering. The image on the left has a Feathering of 100%. The image on the right has a Feathering of 50%. The edge effect is a thick black outline.
The next two images show negative Feathering. The image on the left has a Feathering of -100%. The image on the right has a Feathering of -50%. The edge effect is a thick black outline.
The next two images show the different Noise Types applied to a feathered edge. The image on the left has Taper noise. The image on the right has Multiply noise. The edge effect is a thick black outline.
The next two images show Taper Noise applied to a feathered edge with different Noise Contrast. The image on the left has a Noise Contrast of 1. The image on the right has a Noise Contrast of 5. The edge effect is a thick black outline.
The next two images show Multiply Noise applied to a non-feathered edge with different Noise Contrast. The image on the left has a Noise Contrast of 1. The image on the right has a Noise Contrast of 5. The edge effect is a thick black outline.
The next two images show a Color Gradient applied to a non-feathered edge. The image on the left has no noise. The image on the right has taper noise. The edge effect is a thick outline, and the Color Gradient is black-white-black.
This next image is just to show that transparency can be altered just like any other surface parameter.
These next two images are examples of what can be accomplished with EdgeFX6. the image on the left has smooth bevels, and the surface is altered to look worn, with some taper noise to roughen up the edges. The image on the right similarly roughens up the edges, but alters the surface to look kind of burnished or something. The base texture is a simple wood texture.
The next two images show the difference between smooth bevels and panel bevels. No corner smoothing was used.
The next two images show the corner smoothing. The image on the right uses corner indentation.
The next four images show the different kinds of Bevel Types. This object has EdgeFX6 applied to only the top polygon. The bevel types are, in clockwise order from the upper left: no bevels, smooth, cap, panel. Notice that cap looks smooth, because only the top polygon is bevelled. This is the purpose of the cap setting.
EdgeFX6 even works on more complex objects, such as lettering. The image on the left is the object without EdgeFX6. The image on the right has bevels, courtesy EdgeFX6. Whee!
The next two images show the effects of adjusting the Alter Surface Amount. The image on the left has 100% Alter Surface. The image on the right has 50% Alter Surface. The edge effect (gray outline) fades to show the underlying surface (checkers).
The next two images show the different Apply to settings. The image on the left is set to concave. The image on the right is set to convex. The edge effect is set to a luminous white outline. Setting it to both would use all the outlines from both images.
Can I use it with more than one thread on my dual-CPU machine?
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Yes! EdgeFX6 works fine regardless of the number of threads or CPUs. |
Can I use it with ScreamerNet?
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Yes! EdgeFX6 has been tested with ScreamerNet.
Remember to refer to the LightWave documentation for instructions on using plug-ins with ScreamerNet. |
Does it work with Motion Blur, Depth of Field and Displacement Maps?
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Yes, yes, and yes. |
Known Limitations:
Send any comments or bug reports via E-Mail:
graham@happy-digital.com
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