Sun, Dec 1, 3:19 AM 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: Need some texture placing help.


bandolin ( ) posted Fri, 15 April 2005 at 9:25 AM · edited Sun, 01 December 2024 at 3:09 AM

file_221730.jpg

I can't seem to figure out how to adjust a texture on a simple primitive. Can anyone, explain this to me? I mean it seems straight forward, but no matter what I try, it doesn't behave the way I think it should.

For example, in the picture above, the stone texture is squished. So I'm thinking if I stretch in the Y direction, the stone's height should increase, but it doesn't.

Message edited on: 04/15/2005 09:26


<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
<br />
<a href="http://www.renderosity.com/homepage.php">Homepage</a> ||
<a href="http://www.renderosity.com/mod/sitemail/">SiteMail</a> ||
<a href="http://excalibur.renderosity.com/mod/gallery/browse.php?user_id=70375">
Gallery</a> || <a href="http://www.renderosity.com/mod/freestuff/index.php?username=bandolin">
Freestuff</a>
<p><em>Caution: just a hobbyist</em></p>


icandigit ( ) posted Fri, 15 April 2005 at 11:10 AM

hmmm... everything -seems- to be fine... try setting it against a CUBE and lets see what happens... use parametric again and set all scaling, rotations, and translations to 0... well worry about those settings later :P


jedswindells ( ) posted Fri, 15 April 2005 at 12:57 PM

Set to object cubic and tile the texture by setting X to around -40.


chohole ( ) posted Fri, 15 April 2005 at 12:59 PM

You could try object cubic. As to altering the mat size, try making the x and z maybe 4 with y still at zero in the top part of the mat editor.

The greatest part of wisdom is learning to develop  the ineffable genius of extracting the "neither here nor there" out of any situation...."



bandolin ( ) posted Fri, 15 April 2005 at 2:56 PM · edited Fri, 15 April 2005 at 2:57 PM

file_221732.jpg

This is tiled cubic and the X set at -40%. Still on quite there. And why is it so damn dark? I hate having to use Ambience to up the brightness. It makes it look too fake.

Message edited on: 04/15/2005 14:57


<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
<br />
<a href="http://www.renderosity.com/homepage.php">Homepage</a> ||
<a href="http://www.renderosity.com/mod/sitemail/">SiteMail</a> ||
<a href="http://excalibur.renderosity.com/mod/gallery/browse.php?user_id=70375">
Gallery</a> || <a href="http://www.renderosity.com/mod/freestuff/index.php?username=bandolin">
Freestuff</a>
<p><em>Caution: just a hobbyist</em></p>


jedswindells ( ) posted Fri, 15 April 2005 at 3:01 PM

Not a bad guess though!


jedswindells ( ) posted Fri, 15 April 2005 at 3:12 PM

Change the texture to default grey(simple and fast),then check diffuse;ambient;diffusion and bump height,your photo texture should look OK!...dont forget to set bump height.


Erlik ( ) posted Fri, 15 April 2005 at 4:20 PM

Okay, let me try be clear. Go to where you put the mapping type and: 1) remove the Pict Interpolation (makes pictures fuzzy) 2) check Repeat Tiling Cubic mapping should work, but set the size on all axes at about 20-25%, not -40. OTOH, the scale depends on how big your object is. The texture was squished because the dimensions of the pic don't match the dimensions of the object. If you have an object of 5x6 Bryce Units per side, a pic of 400x350 pixels will not look good. NOtice the difference in scales? That's first. The second thing, the scaling of the texture depends on the scale of the object. So if you scale the object down on Y axis, scale the texture UP on Y axis. Instead of using, let's say 20, use 10, 12, 15, whatever matches the situation. Then, you have to use the ambience. Every object has ambience. Only too much ambience makes a texture look fake. For this kind of stone, the ambience should be around ten, or possibly higher. Depends on the situation. As jedswindells says, put the texture into Diffuse and Ambient. This orange is wrong. Also, put a simple white into volume and lower the refraction to 100. It shouldn't make any difference with non-transparent materials, but sometimes it does. Never really looked into it, though. Use a bit of specularity too. Around five would be okay. And no, the texture on the object will never look exactly like in the flat photo.

-- erlik


lordstormdragon ( ) posted Fri, 15 April 2005 at 10:01 PM

Looks like everyone covered it all, get back to us if you still have problems?


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.