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        <dc:date>2015-07-24T02:33:54+00:00</dc:date>
        <title>Exporting From Hexagon to Lightwave</title>
        <link>/public/software/hexagon/2/userguide/exporting/export_to_lightwave/start</link>
        <description>
&lt;h1 id=&quot;exporting_from_hexagon_to_lightwave&quot;&gt;Exporting From Hexagon to Lightwave&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
A tutorial by Yann Vaugne.
&lt;/p&gt;

&lt;p&gt;
This short tutorial shows in few steps how to use a
displacement map generated by Hexagon to render your model in Lightwave 8.5.
The modeling steps in Hexagon, as well as the final operations to perform in
Lightwave to get the final render, will not be described.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_lightwave/model.png&quot; class=&quot;mediacenter&quot; alt=&quot;&quot; /&gt;
&lt;/p&gt;

&lt;p&gt;
The model in Hexagon 2 with, to the right, an Ambient Occlusion preview.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;requirements&quot;&gt;Requirements&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
In order to be able to handle displacement maps created with Hexagon 2 in
Lightwave, you will need to get two free Lightwave plug-ins from Mathias Wein:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt;  Normal displacement&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt;  16 bit grayscale Tiff loader&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;steps&quot;&gt;Steps&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;/div&gt;

&lt;h3 id=&quot;exporting_from_hexagon_importing_in_lightwave&quot;&gt;Exporting From Hexagon, Importing in Lightwave&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_lightwave/figure1.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

Figure 1
&lt;/p&gt;

&lt;p&gt;
Within Hexagon 2, export your texture through the “Displacement Map” tool
then save your model using the .obj file format, with a 0 smoothing range.
&lt;/p&gt;

&lt;p&gt;
You will have to revert the vertical orientation (up side down) of the texture
using a 2D editing software (such as Photoshop®).
&lt;/p&gt;

&lt;p&gt;
Load your model into the Lightwave Modeler and switch to Subpatch (Tab key).
Save the model, and go to Layout.
&lt;/p&gt;

&lt;p&gt;
Edit the object properties (P key), go to the “Deform” Tab and then, in the “Add
displacement” pull-down menu, select “Normal displacement (figure1)”.
&lt;/p&gt;

&lt;p&gt;
Edit the options as shown in Figure 2. It is clear that the displacement value is
variable and depends entirely on the size of your object. It is generally recommended
to work in real size.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;displacement_parameters_in_lightwave&quot;&gt;Displacement Parameters in Lightwave&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_lightwave/figure2.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

Figure 2
&lt;/p&gt;

&lt;p&gt;
To assign your displacement texture, click on the “Texture” button, located at
the bottom of the dialog box (Figure 2) and choose the UV-Projection mode.
&lt;/p&gt;

&lt;p&gt;
Assign your UV map which was imported with your object and, in the Image
field, load the displacement texture generated by Hexagon (Figure 3).
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_lightwave/figure3.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;br/&gt;

Figure 3
&lt;/p&gt;

&lt;p&gt;
Now, go back into the Object Properties, open the Geometry Tab and in the
“Render Subpatch Level” field, enter a value between 10 and 30, according to
the complexity of your object and the details of your texture.
&lt;/p&gt;

&lt;p&gt;
Do a test render (F9 or F11 to render only your object), then adjust the “Render
Subpatch Level” value.
&lt;/p&gt;

&lt;p&gt;
To get a more precise idea of the geometry created by your displacement texture
without having to calculate a render, you can increase the “Display Subpatch Level”
value.
&lt;/p&gt;

&lt;p&gt;
Below is a test render. Do not hesitate to compare the Hexagon 2 model with the
final model rendered by Lightwave.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/exporting/export_to_lightwave/test_render.png&quot; class=&quot;mediacenter&quot; alt=&quot;&quot; /&gt;
&lt;/p&gt;

&lt;/div&gt;
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