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Subject: Texturing Gurus - I need help!!!


diolma ( ) posted Fri, 03 February 2006 at 4:00 PM · edited Sun, 02 February 2025 at 11:10 PM

file_323768.jpg

I'm trying to create something similar to the above pic. Doesn't need to be exact, just close. I'm having great difficulty in creating anything anywhere near that brick texture in the DTE, and I really don't want to try to do it using bitmaps. (BTW - I'm using Bryce 3.3, so if any answers include something added after that, I'm stuffed..) The above is "Castle Amra", in Jordan. Cheers (and TYI) Diolma (Anyone up to the challenge?)



diolma ( ) posted Fri, 03 February 2006 at 4:06 PM

file_323769.jpg

The model has 3 texture areas, imaginatively called "New Material 1", "New Material 2" and... errm 3. All I want is the brick texture. The above is an untextured shot from Bryce of how far I've got with the modelling so far. Not great - but an improvement over nothing:-))



diolma ( ) posted Fri, 03 February 2006 at 4:12 PM

file_323770.jpg

I also tried this in Vue! /me runs away quickly and hides... This was the result (took about 2 hours of faffing about, but I'd already spent 2 DAYS trying to do anything close in Bryce) (PS - All Vue procedural textures.) I'm not trying to convert anyone - I seriously want to know if a similar texture can be created in Bryce, and if so, how? Meanwhile, I'll get back to the model. Which incidently is created in AC3D, but could just as easily be done in Bryce, using booleans. But then it wouldn't be distributable.. Cheers, Diolma



InfernalDarkness ( ) posted Fri, 03 February 2006 at 4:20 PM

Yes, you can do tht inside the DTE /Materials Lab. I'll make one up for you and post a screenshot this weekend, if you like it I'll email it to you so you can pick it apart or learn from it, or just use it outright if you want. I don't believe Brycean procedurals should be copyrightable by their "makers", since it's all source-code that's been borrowed from others anyway...


diolma ( ) posted Fri, 03 February 2006 at 5:07 PM

InfernalDarkness: Please!! Go ahead... But could you post it in this (or a new) thread as a mini-tutorial? That way, others can share, and I'd much prefer that than having to duplicate your efforts and post them here (with credit, of course).. Cheers (and many thanks), Diolma (PS - you may beat AS to it - there's a challenge!!)



madmax_br5 ( ) posted Fri, 03 February 2006 at 5:10 PM

You'll both have to beat me first! AHAHAHAHHAHA!


InfernalDarkness ( ) posted Fri, 03 February 2006 at 5:11 PM · edited Fri, 03 February 2006 at 5:13 PM

I'm all over it, but may not be done before AS is! (grins) (Edit) Aaaargh! Now I've got to race against TWO big dogs! "It's a texture-off. Welcome to the deep, dark underworld of 3D modeling they don't show you on the movies or in the magazines..."

Message edited on: 02/03/2006 17:13


diolma ( ) posted Fri, 03 February 2006 at 5:51 PM

Yaaayy!! a race! I'm fascinated already! I didn't expect this much interest - but I love it! Will keep up with progress (tomorrow - I'm dog-tired right now..) Maybe I should alert AS?? - I didn't before.. - yes, I should! Cheers Diolma



madmax_br5 ( ) posted Fri, 03 February 2006 at 5:51 PM

could be better but I've gotta go! Feel free to tweak/modify and repost: bricktexture.jpg DOwnload bryce 5 mat file here


diolma ( ) posted Fri, 03 February 2006 at 6:07 PM

I only have Bryce 3 (It Moves)... I (probably) can't use br5 files. ('cos Bryce 3 wont recognise them.) Screen-shots of DTE settings preferable - that way I (and others) can re-create the textures... PS - When I complete the whole building (or as much of it as I need for the scene I'm contemplating), I'll be happy to offer it as a freebie, one way or another (I don't have a web site, so it'll have to be either by e-mail or someone hosting it..) See you all tomorrow.. Cheers, Diolma



AgentSmith ( ) posted Fri, 03 February 2006 at 11:02 PM

file_323771.jpg

(sorry, the little woman and I were at dinner...lol) I hate trying to make bricks in the DTE. So, I stick to image textures normally. And since you have a polygonal mesh, you can uvmap it, and make it look a LOT better than this. This is just the image texture thrown on top of primitives. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Fri, 03 February 2006 at 11:49 PM

Btw, that image texture came from; http://www.davegh.com/bladenew/textures/floor/floor_pavement_stone4_2.jpg http://www.davegh.com/blade/davegh.htm AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


danamo ( ) posted Sat, 04 February 2006 at 12:57 AM

That image texture looks pretty darn close AS. I've never seen a really convincing DTE brick or stone masonry texture. I would definitely go the bitmap route.


draculaz ( ) posted Sat, 04 February 2006 at 4:13 AM

DTE is evil drac


AgentSmith ( ) posted Sat, 04 February 2006 at 12:58 PM

Evily Delicious. (unless you're makin' bricks) AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


artnik ( ) posted Sat, 04 February 2006 at 2:26 PM

bookmark


diolma ( ) posted Sat, 04 February 2006 at 3:41 PM · edited Sat, 04 February 2006 at 3:42 PM

AS: I really don't want to use a texture image, if I can possibly help it. What I want to learn is how to generate a "tiled" texture in the DTE which has:
a) the bricks (with varied textures on them - globally, not per brick, although finding out how to do the latter would be wonderful).
b) the grouting (which should be more-or-less consistent).
c) getting small irregularities into both...

But if it can't be done, it can't be done. sigh.

Chers,
Diolma

Message edited on: 02/04/2006 15:42



tjohn ( ) posted Sat, 04 February 2006 at 3:44 PM

Attached Link: http://www.renderosity.com/viewed.ez?galleryid=777887

In order to get the kind of look you want with Bryce, you may want to consider using a brick image texture, at least to drive a bump map, as I have done with the castle and wall in the pic at the link. John

This is not my "second childhood". I'm not finished with the first one yet.

Time flies like an arrow; fruit flies like a banana.

"I'd like to die peacefully in my sleep like my grandfather....not screaming in terror like the passengers on his bus." - Jack Handy


madmax_br5 ( ) posted Sat, 04 February 2006 at 5:26 PM

I'll do some more work on it. The key is to make a tile texture that works in two dimensions, a 1D texture can only be influenced by a phase texture in one dimension, so it will effect the vertical lines but not the horizontal, etc.


Dann-O ( ) posted Sat, 04 February 2006 at 8:19 PM

I think tjohn's method might work best. You can always use object cubic if you are too lazy to UV map it.

The wit of a misplaced ex-patriot.
I cheated on my metaphysics exam by looking into the soul of the person next to me.


madmax_br5 ( ) posted Sun, 05 February 2006 at 4:54 AM

I'm reposting my new results in a new post so that more people can benefit, it'll be up in a few!


InfernalDarkness ( ) posted Tue, 07 February 2006 at 2:40 PM

file_323772.jpg

heres my attempt for you, I apologize for it taking me so long Diolma. there is one drawback here, I used a layered texture and not just one channel but many. meaning there are two cubes, one slightly smaller being the bump-mapped cube and the larger being a transparent texture (with more bump) to increase crustiness and control more coloring. SO it renders slowly, but i'm only on an Athlon 2100 here, with a pathetic 3/4GB of RAM. and I had Photoshop and a dozen work-related apps running, so that surely contributed to a 3-hour render time for this picture. it maps okay and can be scaled to fit multiple surface-types, if necessary. it was fun for me though since Bryce isn't node-based like Maya, the ease of use with the Materials Lab for example works on a per-object basis, and not a per-material-node basis, and in some cases lets you work much faster! i forget how fun the DTE can be sometimes... anyway, I hope you like it and if you want I can email you the material so you can pick it apart. don't feel obligated, but it's here if you want it!


diolma ( ) posted Tue, 07 February 2006 at 2:51 PM

Many thanks Infernal! I appreciate the work you've put into this! Alas, it won't work for my situation - the object I'm working on (see above, especially post 3) is fairly complex (and getting more complex as I continue with it), and so it can't be scaled down for layering. A very interesting technique, tho. Would it be too much trouble for you to post a mini-tut in this or a new thread? (I'm using Bryce 3.3, which often won't accept Bryce 5 materials, and anyway I'm sure that others would be interested in the tchnique!) Cheers, and thanks again, Diolma



InfernalDarkness ( ) posted Tue, 07 February 2006 at 4:39 PM · edited Tue, 07 February 2006 at 4:51 PM

file_323773.jpg

you have good points... although the dual-layering method would work just fine with your above model, it's still a big hassel.

ere's an updated version. It's one material, two channels. the first channel controls the bump with TWO DTE textures, the first being the brick lines and the second being the extra bump noise. then there's the second procedural (DTE) texture, which just controls the color and can be replaced, changed, or whatever without changing your bump map.

again, if this is any closer let me know and i'll email it to you. as for a tutorial, i can sum it up by saying that the DTE seems like musgrave programmed it just for fun to force us to experiment! this texture uses a lot of filter-work to create the brick effect and to control the second channel there, so the "noise" doesn't overpower the brick-lines.
also, this one (being single-layered and with no transparency) renders much faster. under the previously-stated conditions (with a dozen other RAM-hog programs open) this scene rendered in just an hour, but I also turned off the light-dome in favor of three-point lighting to speed it up a bit, so from 64 lights = 3 hours to 3 lights = 1 hour it's still kinda slow... but after switching back from Maya, well... it's Bryce! gotta love it!

Message edited on: 02/07/2006 16:51


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