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Subject: DTE - Again!


FranOnTheEdge ( ) posted Tue, 28 June 2005 at 4:07 AM ยท edited Fri, 15 November 2024 at 5:58 AM

file_261811.jpg

Hi, I've been playing around with the DTE - yes, again! And in trying to create a basic sandy rock - I can't seem to get the foreground to look detailed enough - what is it in the DTE that affects the close-up detail? I've tried various options in Phase, Noise, and Filter with no luck. Help? Here, (See image) are the results so far - pathetic eh?

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


FranOnTheEdge ( ) posted Tue, 28 June 2005 at 4:09 AM ยท edited Tue, 28 June 2005 at 4:12 AM

Oh, and I've also tried increasing the resolution of the terrain, from 512 to 1024, with no visible effect...

Any ideas, anyone? And in the image above I did a spot render of the foreground and the further peaks - you can see the bounding box on the peaks but the foreground box has (obviously) gone.

Message edited on: 06/28/2005 04:12

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


Sans2012 ( ) posted Tue, 28 June 2005 at 4:22 AM

Is the foreground and background the same terrain? You could try decreasing the scale of the mat. Or wait for a bit for a Terra expert:)

I never intended to make art.


ysvry ( ) posted Tue, 28 June 2005 at 5:18 AM

there is no close up feature in dte, as in this picture the front is also the low part you could use a height dependant texture.make the low part more defined. It also might help to put the bumb on . btw did you try my english church fran?

for some free stuff i made
and for almost daily fotos


lordstormdragon ( ) posted Tue, 28 June 2005 at 5:58 AM

No, it's your texture's SCALE that is the problem here, Fran. You need to scale it up a bit, that's all... In the Materials Lab, not the DTE itself.


pakled ( ) posted Tue, 28 June 2005 at 12:24 PM

er..uh (does best Beavis imitation..;) what's the difference?..;) uh huh huh huh..;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


Sans2012 ( ) posted Tue, 28 June 2005 at 12:29 PM

Materials Lab, Deep Texture Editor:-/uh huh huh huh;)

I never intended to make art.


lordstormdragon ( ) posted Tue, 28 June 2005 at 3:04 PM

file_261814.jpg

(laughs!) Here's a screenshot, Fran. Just something to shut these mockers up... And if I wasn't that clear, well here you go! The Material Lab is the texture mixer. The DTE is exactly what it says, a texture editor... "Uh... uh, your mucous membrane is the part of your brain that helps your remember mucous..." - Butthead


pakled ( ) posted Tue, 28 June 2005 at 4:36 PM

cool..did I like, just..score?..;) thanks..I kept thinking of the Materials room for some reason..too many packages, not enough time.

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


lordstormdragon ( ) posted Tue, 28 June 2005 at 4:47 PM

Look : Everyone knows that labs are WAY cooler than rooms. Rooms are stupid, and that's final. Nobody works in their ROOM. (looks around dubiously)


Quest ( ) posted Tue, 28 June 2005 at 5:14 PM

file_261817.jpg

In the DTE, try increasing the textures frequency. Here I used the Bright Beach Sand preset and in the DTE I increased the frequency from X&Y being 368 to 1573 and Z from 253 to 1458 then using the scale control, I increased the scale in the material lab further from 100% all around to 300%. The terrain resolution was set at 512. Quest


pakled ( ) posted Tue, 28 June 2005 at 7:29 PM

I dunno..I work in a lot of labs, and I'm always worrying I'll knock something over that will dissolve my sneakers..;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


FranOnTheEdge ( ) posted Wed, 29 June 2005 at 5:39 AM

Thanks, LSD. That was it, matlab editor. Quest, I tried the frequency, it was the scale control. Now of course I need to reduce the frequency to get back the soft sandy look, but WITH the resolution in the foreground... or something. Thanks all, off to play again...

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


shinyary2 ( ) posted Wed, 29 June 2005 at 7:58 AM

Fran-- If you have a decent CPU and RAM, you might try increasing the number of octaves on the noise channel instead of decreasing the frequency. High numbers of octaves create larger, higher quality textures at the cost of longer render times. You can then increase the frequency to get back to the effect you had in mind.


Haroon ( ) posted Wed, 29 June 2005 at 8:53 AM

Well, it could be the terrain editor, too :-) When setting a terrain from 512 to 1024, Bryce is just interpolating without calculating new details. You may change the terrain's resolution, uncheck as shown in this link and hit that 'fractal' button again for recalculating with finer details. Regards, Haroon


Quest ( ) posted Thu, 30 June 2005 at 12:04 AM

Yes Fran, I gathered that, I was suggesting you try both as I implyed, frequency and scale control including raising the terrain resolution. I used 512 in my example.


FranOnTheEdge ( ) posted Thu, 30 June 2005 at 5:33 AM

I had already pushed the frequency button, so when I changed the size in the matlab editor it went all busy, so I'll have to change the frequency and turn it back down I think, to get back to a smoother sandy texture... hopefully.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


FranOnTheEdge ( ) posted Thu, 30 June 2005 at 6:27 AM

file_261818.jpg

Okay, I've got quite a nice terrain material now, but is there anything I can do to improve it? I've added mists to this scene since I don't like the bits where rock meets water - looks false to me so I've covered it up with this nice blue mist. The areas I'm not really happy with are circled in red, they are where two different terrains (but with the same texture) meet.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


FranOnTheEdge ( ) posted Thu, 30 June 2005 at 6:35 AM ยท edited Thu, 30 June 2005 at 6:35 AM

file_261820.jpg

And here's the wireframe for that scene: ^^^

The terrain in red is 249.1% in "Edit Texture" and its size in the resolution is 1024, the terrain further away and on the right of the wireframe image is 512 resolution and in "Edit Texture" it's 131.1%.

Dunno if all that helps, but...(shrug)

Message edited on: 06/30/2005 06:35

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


FranOnTheEdge ( ) posted Thu, 30 June 2005 at 6:37 AM

I had to change the sizing in the resolution and the "Edit Texture" on the closer (red) terrain 'cos originally its peaks looked like pointy but melted marshmallows, not rock.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


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