Mon, Dec 23, 8:06 PM CST

Renderosity Forums / Bryce



Welcome to the Bryce Forum

Forum Moderators: TheBryster

Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)

[Gallery]     [Tutorials]


THE PLACE FOR ALL THINGS BRYCE - GOT A PROBLEM? YOU'VE COME TO THE RIGHT PLACE


Subject: Help with bump maps


warewullf ( ) posted Mon, 20 September 2004 at 10:06 AM · edited Mon, 23 December 2024 at 8:05 PM

Attached Link: http://www.stansight.com/Freebie/bricks/

I'm trying to create a wall using the textures I found on a website (see link) but I don't know how to use the bump maps. (I've never really understood how to use bump maps.) There is a *.jpg and a corresponding *.png but I'm not sure how to use them together. Can anyone help? (I've gotten a far as applying the *.jpg to a cube but don't know what to do with the *.png)


draculaz ( ) posted Mon, 20 September 2004 at 11:16 AM

file_129762.jpg

bump maps give information to the render engine in terms of what is high and what is low in a texture, on a black to white , 0 - 100 altitude (basically). black is 0, white is 100. what you need is the following settings


draculaz ( ) posted Mon, 20 September 2004 at 11:18 AM

file_129764.jpg

basically you need to set the bump map so that bryce understand what is high and what is low.


draculaz ( ) posted Mon, 20 September 2004 at 11:19 AM

afaik, alpha maps are used for reflectivity and so on, and not for bump. i might be completely wrong on this. usually what i do is that i use the same texture for bump. shrug


warewullf ( ) posted Mon, 20 September 2004 at 11:34 AM

That's great Draculaz, thanks! Being able to actually see the settings made a difference and it works now. Thanks again!


Aldaron ( ) posted Mon, 20 September 2004 at 11:39 AM

Alphas are used for everything below the color section, IOW anything with a number next to it (except refraction) can use an alpha map to determine how that channel is used if a marker is placed in the slot.


Slakker ( ) posted Mon, 20 September 2004 at 5:57 PM

For my two gallery images featuring the Earth, i used an alpha map as the transparency map...and they can be used for reflection, bump, anything.


MoonGoat ( ) posted Mon, 20 September 2004 at 6:18 PM

I thought alpha maps didn't have bump channels.


Aldaron ( ) posted Mon, 20 September 2004 at 10:12 PM · edited Mon, 20 September 2004 at 10:13 PM

An alpha map in Bryce is simply a greyscale map, each shade of grey denotes a value from 0-100 (black 0, white 100).

The bump channel in Bryce can have negative values thus reversing what the alpha map says and if you type in a value it can go up to 999. In the case above in drac's pics the second window in the texture is where bryce is getting this info, first window is color.

Message edited on: 09/20/2004 22:13


xenic101 ( ) posted Mon, 20 September 2004 at 10:15 PM · edited Mon, 20 September 2004 at 10:17 PM

Both alpha maps and Bump maps are just grey scale images where the value of the given pixel determines the bump or transparent amount. There's a chart some where that shows which channel is looked at for each dot in the material lab. I think its channel A for color values and channel B for numeric values. That's probably not right cause there's that third channel. -- Aldaron posted while I was off looking for the chart. --

Message edited on: 09/20/2004 22:17


Erlik ( ) posted Tue, 21 September 2004 at 6:42 AM

Besides, Bryce doesn't do PNG.

-- erlik


Erlik ( ) posted Tue, 21 September 2004 at 6:46 AM

eh. Didn't watch. A and B channels are for textures. C is for the alpha map - if you use A and B together - which will determine how they are mixed. And D can be used for a separate bump or transparency map.

-- erlik


Aldaron ( ) posted Tue, 21 September 2004 at 11:18 AM

Suggest getting Real World Bryce which will explain the DTE in expansive detail.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.