INSTALATION
Getting
hold of Pshelf couldn't be easier presuming you are ok
downloading a 20 meg ZIP file. (Pshelf is only available
as a software download) After purchasing online you are
given your password and username you simply follow the
provided link to the ‘Worms of Art’ website
owner area and pick the download to suit your OS. I use
a PC with Windows 2000 installed and this review is based
on that OS only. Pshelf surfaces use Lightwave's presets
that were introduced back in version 6. They will work
with all version from 6 onwards but the WOM website states
that 7x versions are preferred.
Unfortunately Pshelf didn't find my installation of Lightwave
(I don’t keep it in Program files directory so that
may be why). It was simply a matter of finding the correct
directory and installing it there. There is a GETTING
STARTED PDF that takes you through installing
Pshelf and it is really straightforward. It actually shows
you pictures of how to do a correct installation if the
default Lightwave directory can’t be found. A new
user could follow the instructions with no problems and
be up and using the presets in under five minutes.
WHATS
IN THE ZIP
The
ZIP unpacks to a 47 MEG set of files. These files include
the Pshelf manager, the Metal pre-sets themselves consisting
of 79 surface presets, the image files needed by some
of the surfaces and related scenes and objects. The set
comes with a `getting started` PDF that explains all this.
THE PSHELF MANAGER™
This
is a custom browser that allows you to look through the
available surfaces and extract them to a desired location.
It is fully independent of Lightwave and has a look of
its very own. I have to admit I wasn't expecting to see
this browser and it came as a nice surprise.
The left hand side lists the surfaces by name in alphabetical
order. The center of the browser allows you to view the
surface as part of a render on one of a number of objects.
The right side updates with information about the current
surface and has such useful information as to how the
surface was created. Clicking an arrow below the WOM logo
on the right gives you a list of the related files that
are included for a given surface. The Copper_Hammer2 surface
in the screen shot below has a related JPG texture file,
a swatch LWO and a REFTEX scene. Some of the surfaces
had 6 or 7 related JPG's.

click image for larger version |
At this point I have to say that WOA may be doing themselves
out of a little future business here as I found that I
learned a great deal about creating my own surfaces just
by reading these descriptions. You can also gain insight
into the world of Metallurgy as the WOM team give information
about the makeup of a given metal. The Aluminum Anodized
surface has information that explains that
'Anodizing involves placing an object between two conductive
plates in a bath of water or other conductive liquid'
etc etc. Ok, not really essential 3D reading but I find
it really interesting.
One of the main uses of the Preset Manager is to select
the surface that you need for a projects and create sets
of them. These sets can be exported to a directory of
your choosing. Obviously, all this can be done with a
windows browser and a copy of Photoshop to browse the
test renders but the Pshelf manager does it in a very
sleek, compact way.

There are two buttons at the bottom of the browser that
can be configured to switch to Layout and Modeler respectively.
USING THE SURFACES
The Pshelf LW Preset shelf click image
for larger version
The
surfaces integrate fully with Lightwave and are accessed
as per any normal surface via the Preset
shelf button from the Layout interface. The Preset shelf
appears and you can scroll down to Pshelf_METALS
to access the surfaces. If you have a surface selected
in the surface editor, clicking one of the Pshelf metals
will apply that surface to the required part of the model.
At the very basic level this is what Pshelf is about:
providing a Lightwave user with fast and easy surfaces
at the click of a button. At this point in reviewing the
product I just felt the need to get the ubiquitous checker
board/box/torus scene that I keep at the back of my PC
for times when I just need to slap on a surface or two
(come on, you've all got one somewhere...admit it?). The
tests below were done with two lights and very little
else. I didn't adjust any parameters in the surface editor
channels at all.
With
this release there are 79 different presets all based
around metals as you would expect by the name. Some of
those 79 are variations on a theme for example Brushed_Metal
comes in varieties 1 through 5. So a criticism may be
that WOA have skimped a little here by giving a surface
a little tweak here and there and re-naming it as a whole
new surface. Actually, when you dig into the surface editor
you can see how much work has gone into getting the correct
look and feel using a wide range of JPG textures and the
various channels with procedurals, maps and gradients.
To
give you an example of the complexity of some of the surfaces:
To
create Ancient_Copper WOA used the following:
| Texture
Channel |
3
Alpha gradient layers |
 |
| |
3
Procedural texture layers |
| |
1
Alpha image map layers |
| |
2
normal gradient layers |
| Diffuse
Channel |
2
Alpha gradients (with bump key parameters) |
| |
3
Procedural texture layers |
| Specularity
Channel |
3
Alpha gradient layers |
| |
3
normal gradient layers |
| |
1
Alpha image map layers |
| Glossiness
Channel |
2
Alpha gradient layers |
| |
1
Alpha image map layers |
| |
3
Procedural texture layers |
| Bump
Channel |
1
image map |
| |
3
Normal procedural layers |
| Total |
31
layers accross 5 channels |
EXTRAS:
PDF’s and Tutorials
The
owner area of the website, once signed
in, gives you access to a number of related tutorials.
They are presented as menu driven Shockwave files or PDF’s
and each has a link related ZIP’s to follow the
tutorials contained in them.
1. Gradients for the Non-Genius
This
is a 17 page PDF that gives you a very good idea of
how to use gradients in your surface channels. The
Lightwave 7 manual covers off gradients in under two
pages so there is a lot to be learned in here.
The first part is a very simple exercise in how to
use gradients in surface channels. The second practical
covers the basic use of a gradient using the Lightwave
scene provided. It shows you how to use the 'distance
to object' input parameter to make a man appear as
he approaches an object.
Finally the third and most useful part in my opinion
is the explanation of each of the input parameters
namely previous layer, bump, slope, incidence angle,
light incidence, distance to camera, weight map and
the all new surface thickness. |

click image to enlarge |
2.
The amazing Bump Key Technique
The
idea behind this PDF is to give the user an idea of how
to make effective use of the Bump Key. A lot of people
think that you apply a bump in the bump channel and that
is the end of it. What this tutorial reminds us is that
in the texture, glossiness, specularity, diffuse channels
etc. there is the option to use Bump as an input parameter.
This is used to good effect in the Pshelf collection and
this PDF explains how.
3.
Introduction to REFTEX scenes
One of the preset surfaces alone can have an endless combinations
when you take into account all the different channels
and parameters. What the reftex PDF does is show you how
to control the size, rotation and position of a texture
on an object by linking these to a null object. Once linked
(or referenced, moving, scaling and rotating the null.
A well placed remined of a powerful little feature that
you may just have forgotten.
TESTING THE METAL
So,
no review is any good until we get onto actually
using the product. I did a few test renders using
the presets as they came i.e. I didn't change any
of the settings in the surface channels.
Although lightwave does come with a few nice metals
they don't come near to the complexity of this set.
The image opposite uses eight different surfaces
literally just picked from the preset shelf and
applied to basic objects. (actually, I wanted a
little more reflection in the back vase so I tweaked
that just a teeny weeny bit...couldn't resist a
little rebellion).
One of my favorite surfaces in the whole set is
the basic brushed_metal2. I used
it in this image and I must say I can't wait to
try it on a model that is supposed to look like
a machined-part, an engine block for example. The
stretched grain in brushed metal surfaces is a crucial
part of the illusion and this one works well for
me.
|

click image to enlarge |
On
to a bit of HDRI (high dynamic range
images). Whilst not mentioned in this preset release
there will be Lightwave users who are going to use
these presets as part of a HDRI scene.
I set this test up using a basic head and the bronze
_ancient4 surface. The large version shows
a lot more detail and gives a clue to some of the
underlying layers in bump and Specularity channels
of this surface preset.
|

click image to enlarge
|
| |
| The
final image I tried Pshelf out on was my 'Minder'
robot. I spent a couple of weeks getting to grips
with this model and readying it for animation. I had
created a few texture maps for it but most of it had
been textured using procedurals in most of the surface
editor channels. I replaced my textures with about
15 of the presets and again, with very little tweaking
I was a lot happier with the effects. |
The
PROS and Cons
If you need a metal surface for a project you can take
Pshelf off the shelf (so to speak) and use the surfaces
as is. If you want to learn how to make your own surfaces
Pshelf gives you a good insight into how they do it and
in the PDF files even shows you how. They give you a lot
of information about the use of the surface editor and
how to manipulate your presets. A new user could learn
a great deal about texturing and surfacing models just
from the PDF's.
I haven’t really got a criticism of the
product itself as I think it really does-what-it-says-on-the-tin.
It is a collection of pre-set metals for Lightwave. The
one point that I imagine may be argued is price. At $99
I would imagine that a studio or professional individual
would think of it as a time saving bargain. The hours
of tweaking and test rendering that would go into creating
this many presets would add up to far more than $99. If
you are comfortable with all aspects of the surface editor
and have time on your hands then you may feel that the
price point would need lowering a little.
I used a lot of different surfaces in my robot images
above and the complexity of the surfaces did add to the
render time significantly. If you then decided to use
radiosity in the images you could end up waiting a long
time to see your next creation. This isn't a fault of
Pshelf simply a result of using so many procedurals and
maps.
IN SUMMARY
Pshelf is not just a collection of image maps to be slapped
onto your models. A lot of time and effort has gone into
building some very unique and useful surfaces. If you
need a diverse set of metal surfaces and you can't afford
the time to create them yourself then Pshelf Metal collection
may be for you. There may be some criticism from users
who think that it is cheating to use such sets but it
really does come down to the individuals choice.