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Bryce F.A.Q (Last Updated: 2025 Jan 23 6:01 pm)

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Subject: Making your own terrain testures, & tree trouble.


Shaddex ( ) posted Thu, 30 September 2004 at 11:21 AM ยท edited Sat, 01 February 2025 at 9:20 PM

file_131447.png

How do you make your own terrain testures? The kind that are effected by the height of the terrain. I need it for this project.. I need a snowy terrain but the ones that come with bryce don't work to well with it..

How would I go about making my own? The one used in the sample pic is just.. ew... snows fine but the 'rock' part is just.. ick.. too stripy.

Also why do my trees have a hump in them? All I did was remove the leaves on them.


draculaz ( ) posted Thu, 30 September 2004 at 12:31 PM

good luck mastering the tree lab. few people have been able to. anyway, in terms of procedural textures, i'd suggest looking at the snow textures already available in the presets folders and work from there :)


Shaddex ( ) posted Thu, 30 September 2004 at 1:24 PM

But how do you work with them? I got a testure I'd like to use made in photoshop. but how would I make it into what I want?


sackrat ( ) posted Thu, 30 September 2004 at 1:53 PM

I have a couple of trees available in Bryce freestuff(shameless self-promotion) and there will be more available soon. I started making trees because I found the treelab to be a major pain in the butt. As for using the PS made texture,.....click on the "P" button under the texture in the material editor and on the top right button,....you will get the procedural texture panel, then click on "Load" and locate the texture you want to use.

"Any club that would have me as a member is probably not worth joining" -Groucho Marx


Erlik ( ) posted Thu, 30 September 2004 at 2:04 PM

The hump is a bug. There's a "fix", but it's basically just a 3DS oval to be positioned under the hump to equalize the hole. Snow terrain, I suggest you check MarioG's tutorial on using alpha maps in creating textured terrains. (www.pinhead.robbes.com/tutorial/Mario/mg_CTATerrains.htm) And then Olivier Ffrench's (note two F's) on mixing photo and procedural textures. (http://o.ffrench.free.fr/tutorials/mixing/index.htm) Also, there's the Necati's one with subcontours. (http://www.bryceanworlds.com/pages/tips_tricks.html) Those will certainly help, but you're in for some work. :-)

-- erlik


Shaddex ( ) posted Thu, 30 September 2004 at 2:11 PM

Sack, got any trees that have no leaves? like winter trees? or some stumps? I might go with that rather then useing these trees.. Well I'll look into them tutorials.. now if I can just get each wolf to use their own testure map rather then shairing one when imported into bryce x.x (bottom wolf is to be white x.x) why dosen't bryce try and find the other testure map :/


Zhann ( ) posted Thu, 30 September 2004 at 4:42 PM

Otherwise you can make your own textures for terrains in the Deep Texture Editor....

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Aldaron ( ) posted Thu, 30 September 2004 at 6:56 PM

The problem with getting into the DTE is it would literally take a book to explain it all. So I suggest getting Susan Kitchen's Real World Bryce which explains it in vast detail.


BecSchm ( ) posted Thu, 30 September 2004 at 7:54 PM

The forest tutorial at: http://www.j.b.allen.btinternet.co.uk/tutorials.html shows a way to make stumps out of terrains. Just make them like the background tree trunks but shorter. :) Or use the stump making software available for free at: http://www.shapemagic.com/products.htm. For a bare branched tree, niandji put one in freestuff not too long ago.


Erlik ( ) posted Fri, 01 October 2004 at 1:28 AM

If you haven't explicitly told Poser to use the white map, it will use the default wolf texture. So, in Bryce, just click on the second wolf's body and in the material editor navigate to the place where you've stored the white texture. Or you can do that in Poser's Material Room, in which case the info will be written into the file.

-- erlik


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