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  1. #1
    Retired Mod-welcome back anytime FranOnTheEdge's Avatar
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    Bryce Materials Tut Method 2

    Bryce Materials Method 2
    By FranOnTheEdge

    So now that you know how to make materials using Bryce procedurals, MatLab tut 1 here's another method for you to use. Using Photos or painted image textures.


    You work in the Mat lab in a similar way, but you have an added option.
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    This 'T' circled (1) in the pic, stands for Textures and allows the use of the procedural ready made textures (see previous tut) and access to the DTE, clicking on 2 gets you into the DTE (Deep Texture Editor) (more on that another time).
    What we want this time is here:
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    Clicking on the 'P' (1) changes what we get when clicking on the 2nd button (2), thus:
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    Now in order to use a picture as a texture all you need to do is select one of the empty grey boxes, and then browse to the location of your image, once it's in the pictures list like the one I'm using (arrowed) then click on the tick (check mark) to leave the pictures list and return to the Mat Lab – you can then just leave the Mat Lab too, but pause a moment.
    If you leave, the texture will be present, but it's a little flat looking:
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    Go back to (or stay in ) the Mat Lab, and let's change some of the settings.
    Now I want to add some bump to one of the sides of this box. In order to do that I can just increase the amount of bump in the Mat Lab:
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    But if you watch the preview window in the top left of the screen, there seems to be little change. What's happening? Did we forget something... Well yes, there's one thing that must be changed before any adjustments to the bump amount will have any effect.

    continued in next post.....

  2. #2
    Retired Mod-welcome back anytime FranOnTheEdge's Avatar
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    continued....

    Go back to the Texture Source Editor (the pictures list, 'P') and click under the first image in the row of 3:


    Click on 'Copy' (1) then click on 'Paste' under the white middle image, this is the alpha and it's where Bryce gets the information to drive the bump, but as you can see there's nothing there but white – when you click on 'Paste' however you'll get a little warning box asking if you want to delete or cancel:

    – click on 'delete' (all this does is replace the white with the copied image from box 1) if you watch carefully – when that happens the white box turns to a desaturated version of the colour image, this is because only the alpha information is used here, only black and white and shades of grey, and the end box looks like it has a faded, almost transparent version in it.

    We've done all we need to in here for now, so click on the tick (check mark) to exit and return to the Mat Lab.

    If you had already put a bead in the bump channel for this image texture, and a value for bump then you'll see a difference already – if not then do that now:

    Then when you render you'll immediately see a difference:

    Oooh, crunchy!

    The preview window is a fairly accurate representation of what you'll see in the main viewport, but it just uses default lighting, so if you have lights or a much darker sky then things could look quite different, so I like to check with a quick render before changing things too much in the Mat Lab.

    continued in next post......

  3. #3
    Retired Mod-welcome back anytime FranOnTheEdge's Avatar
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    After a render go back to the Mat Lab and test out the other settings until you are happy with the result, then all you need to do is to save the material:

    Click on the little arrow by the preview window, top left of the Mat Lab screen to access the Materials Library, then click on 'Add':

    Give your material a name, preferably one that makes it easy to remember, so fairly descriptive.

    Then type in a description – this is handy for both you and anyone using the material in the future – if you give it away as a freebie, or sell a Bryce object using textures.

    Now what you write in here can be a brief note of where the photo was taken, or what the painted texture is for – like a decal, or if it's a procedural texture anything you think might be handy, like the base texture used, or the purpose it was made for, (like "made for Distant Bryce city, but good for medium close work too", or something like that.)

    NOTE:

    If you import an '*.obj' file that has been UVMapped and had textures applied to it, then on import those textures will already be visible. Depending on the program that made them.

    Bryce7 is pretty good at importing .obj files now, but if any textures are not visible – that could simply be because they are in another folder different to the one the .obj is in. Or the object might have UV co-ordinates but no textures.

    If this last is the case, then using Procedurals is a good way to go if you don't have templates for the textures, having UV co-ords already applied, the procedural materials will look better than on an Un-UVMapped object.

    All objects made from Bryce Primitives will already have UV Co-ords – Bryce does this for you, but no maps – however simply exporting from Bryce and importing such a primitive – or an object made from primitives, into Wings3d and clicking on 'Window/UV Editor Window' will show the Map is already there, if you then 'Create Texture' and export that template ('Make External' )– you'll have a template ready for painting onto. (More on this another time. )

    That's it for method 2 – have fun creating.

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