I struggled at first, but actually, blenders system can easily give the exact same results as lightwave’s material system once you know how…
here’s my key notes:
Lightwave’s material system is based on the phong model but extended… so you may want to try changing the specular shader to “phong”
the other thing to note is that when adding a texture in lightwave, the first layer on any channel is blend mode “multiply”, then subsequent layers on that channel are equivalent to blenders “mix”
this is nice because adding a material to the “alpha” or specular slot will modulate the slider setting which acts as a “volume control”…
… where as “mix” is much less “punchy” as it averages the slider value with the texture value… in the case of alpha that defaults to 1 on the slider that means the texture has no effect… in the specular case that means the texture has white = 100%, black = 50%
with the default alpha value:
alpha mix gives textured values of:
black = 100% opaque, white = 100% opaque
No effect! :spin:
with “multiply” blend:
black = 0% opaque, white = 100% opaque
a full texture range:eyebrowlift:
With specular at default values (0.5) adding a texture with MIX gives:
black = 25%, white = 75%
Using specular multiply gives:
black = 0% white = 50%
Both are half the possible range, but the latter matches lightwave and is more punchy as some areas will have no specular …
All subseqent layers should use mix mode to match lightwave…
((slider value or base colour * layer 1 value) + (layer 2 value * col or var slider )+ (layer 3 value * col or var slider )…etc etc) / number of layers
As for solid drill, it ls a handy feature, but there are many many other advantages that blender brings over lightwave… all software has strengths and weakness…
It;s just silly to say you can’t do “profesional” design without that one feature…:rolleyes: