bitdaf opened this issue on May 21, 2000 ยท 14 posts
MarkBremmer posted Tue, 23 May 2000 at 5:46 AM
Thanks for the comments mclarsen. Yea, they're a little too bright. It's one of the those, "Hey, I think I'll post this image before I fall face first on the keyboard from exhaustion!" images. :) Daf, Good questions: 1. Rectangular layer: Yea, I usually create parametric maps so I can control brick/pattern quality on various faces more easily. Ever had some weird/unbelivable pattern wraps to your shapes? Me too. This way I can prevent them. 2. The Brick28 TMap is for color. The Brick25highlity (the 'Y' is on there because I can't type to save my life) is a grayscale image. Why? It's applied to the Shininess and Highligt channels to give the renderer information on how much light to 'reflect' and where to reflect it. In the Highlight, pure white reflects all the light. Gray (grey if your english) 'absorbs' half the light and black absorbs all of it. In the Shininess channel pure white is more 'glossy' looking; perfect for the painted portion of the bricks. The gray is sort of reflective and the black will look completely 'flat'. In real life, the mortar would reflect more than I'm allowing it to. However, I want it to go deep into the pattern and, combined with the bump channel, look like it recedes into the object. Two indentical bump maps multiplied; why? Well, as you've already noticed, deep bumps are a little hard to acheive; even when you crank up the master bump to 250 (I forgot how far up you can go in RayDream) And besides, I don't want to crank up the master bump too far because it will overemphasize the Noise procedural that I ended up adding to the left bump map channel for that 'pebbily' look. White comes out farthest and blace goes back farthest. That's why this is a black and white image. If I used a grayscale image instead of the black and white (or color), the bump wouldn't be as deep. When you multiply two images together the renderer 'sees' that as a deeper bump and casts better shadows without mucking around with the master bump control. 3. Brick28. Hmmmm. I don't think that I changes the resolution/size on mine. Your final image should determine the resolution, though. If you're final is going to be a screen resolution only and the camera isn't real close to the surface that has the texture, then lower res. is fine. If your final output is going to be a printed piece or your render camera is close to the object with the Tmap, then it will have to be a higher resolution to avoid pixelation. Size doesn't affect tiling. If it's a good map (left and right sides, top and bottom match) then tiling is invisible (no seams) with the exception of being able to distinguish a patterns. In the image above you'll notice that the lighting masks the pattern by hiding part of the wall and drawing your attention away from the wall. Mark