White wall texture

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‎2008-04-03
12:26 PM
- last edited on
‎2023-05-11
12:51 PM
by
Noemi Balogh
‎2008-04-03
12:26 PM
"There's just too much whiteness in the world, especially when there is no such thing as "white." Highly reflective surfaces immediately glare out and can't express the character of a scene. This is why texture should be applied to all neutral surfaces, surface reflectance and illustrations should combinations of tinted color-it simply makes surfaces more interesting than white light does."
While the above is good advice, I was wondering what folks had managed to put together as their favourite white wall texture for interior views?
I've attached an attribute file which is what we use as a starting point for a matt emulsion.
AC versions 3.41 to 25 (UKI Full 5005).
Using AC25 5005 UKI FULL
Mac OSX 10.15.7 (19G2021) Mac Pro-2013 32gbRam AMD FirePro D500 3072 MB graphics
Using AC25 5005 UKI FULL
Mac OSX 10.15.7 (19G2021) Mac Pro-2013 32gbRam AMD FirePro D500 3072 MB graphics
14 REPLIES 14
Anonymous
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‎2008-05-05 06:23 PM
‎2008-05-05
06:23 PM
I am not sure if I understand what you mean. Could you please expound on that thought?

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‎2008-05-05 06:30 PM
‎2008-05-05
06:30 PM
Shaders can be mathematically generated - no visible texture until rendered.
Lightworks can use shaders, alone or in combination with textures.
Textures are images. The internal engine uses textures.
The only way to get a shader-like image into the internal engine is to somehow make a rendered image of it and then capture that image, using it to make the internal engine texture.
We do this by rendering a softly lit wall - say 1mx1m for easy sizing - and taking a screenshot of it.n NOw you have a texture for the internal engine.
Viola!!! Bassoon!
Lightworks can use shaders, alone or in combination with textures.
Textures are images. The internal engine uses textures.
The only way to get a shader-like image into the internal engine is to somehow make a rendered image of it and then capture that image, using it to make the internal engine texture.
We do this by rendering a softly lit wall - say 1mx1m for easy sizing - and taking a screenshot of it.n NOw you have a texture for the internal engine.
Viola!!! Bassoon!
Dwight Atkinson
Anonymous
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‎2008-05-05 07:05 PM
‎2008-05-05
07:05 PM
Perfect. I got it. Now to your reply that Lightworks can use a shader in combination with a texture. Do you choose the shader and load the image to this shader? In this case would you duplicate the .aat imported material and in LW choose a texture image to combine with this material without affecting any of the qualities of this material?
BTW I want to thank( fuzzytnth3) for his contribution of this material Good work!
BTW I want to thank( fuzzytnth3) for his contribution of this material Good work!

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‎2008-05-05 07:16 PM
‎2008-05-05
07:16 PM
Sit down and study how LightWorks makes a Surface and you will have your answer.
You'll see that most shader classes have a choice of an image file.
You'll see that most shader classes have a choice of an image file.
Dwight Atkinson
Anonymous
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‎2008-05-05 07:25 PM
‎2008-05-05
07:25 PM
Yes, I will do that.
Thank you
Thank you
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