Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Feb 02 3:02 am)
now this may or may not work, try duplicating what you want to look wet. texture the duplication with a glass texture, try using standard glass. Lower the specularity on it and see how that looks. I used this way to see if i could give a road the wet surface look in an image i was messing around with..it worked fine on that.
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Exxe, that effect is often done using a bead in the "D" channel in the material lab using specularity amongst other available options for your edification check these Renderosity posts: ABC texturing Bethie: Thanks Cys. Susan, do you have a possible suggestion about how to make a surface look wet (like it had been rained on recently) in Bryce? Susan Kitchens: The multireplicate fucntion is kinda cool. You can set a bunch of objects into a circle. Wet surfaces have smooth hot spot where light is bounced. It's called specularity. So in the Materials Composer for an object you set specularity to high Then, there's the Specular Coefficient (B2) or Specular Halo (B3D) that adjusts how pinpointed or dull the specular highlight is darker specular coefficient/halo makes for a smaller hot spot. Water, wetness should prolly get a smaller hot spot. Then add a bit of reflectivity to the mix, if the object does indeed reflect its surroundings. Susan Kitchens There are other tutorials around showing wet sand on a beach but I cant find it now but you can look around, hope this helps.
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I tried that out, thanks AS... Um... is the asphalt available somewhere? What's on the ball? It looks a bit like old bronze.
Measure
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Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
Sorry, the asphalt is just an image texture. An image texture I LOVE and use far too often, really, lol. It's on my list of textures to replicate in the DTE. The sphere metal...its my absolute fave metal DTE, I gave away at some point...the bronze-ish look just comes from the colored specularity. Let me; *Locate where I originally got that asphalt texture, and see if if its cool to give away. *Find the DTE metal on the sphere in my ftp, and I'll post a link. Lets make that for probably later tonight, as I'm still bouncing in and out of my place with my job today. AgentSmith
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Good point. AS
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AS, is that the Riddick Doorway metal? (I know I downloaded that but now I can't find it in Bryce) AS, any chance you could do a tutorial on how you make such lovely metals/textures in the DTE?
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
Pretty please?
(as you can see, I found the Riddick doorway material)
gg (P.S. Did you get around to doing that old but clean Bronze material you were doing for me?)
Message edited on: 02/22/2006 08:43
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
No, that's not the Riddick Door metal, but I have created a number of metals using that "Rough Metal" material as a template, so it could be close, not sure off the top of my head. I did a quickie forum tutorial on metal....some time ago...I most likely have learned more since then, lol. Lemme see if I have that in my favorites somewhere. Let me look up my riddick door source stuff, I think everything is still seperate and uploadable. AS
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Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1335619
Hmmm, I found a basic forum post of mine on using image textures and making metal...out of metal.
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Bronze. I had found someone who had made a bronze material in ZBrush that was freaking amazing, and I busted myself trying to replicate it with no joy. Bronze is very difficult. It's metal which can be tricky. There are MANY different looks to bronze. It shows fingerprints and dirt beautifully. And, stereotypically has dark patches in its reccesses. All very difficult. (for my obssesive nature) I'll admit defeat, and dig up the bronze I had made so far, lol. It is stil lin my backed-up B5.0 directory from before my last PC crash. AS
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Attached Link: link
Bronze is now posted for download. AS
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The Riddick door stuff - you'll have to give me until tomorrow night, I have to finish some stuff up for a client tonight - which is due tomorrow! AS
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*That texture on arrow #1 - That's just the black part of the jpg that drives the diffuse/ambient. On the door, in the mat lab; Just take all the beads from Channel A, and put those back in the starting positions, and leave the beads that are in Channel B alone. Thats it. AS
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If you look on the on the door, in the mat lab; what I have there is basically the same greyscale image that created the door (terrain). It's "Decal Colors" is activated, which makes the brown color show through - you can see the color if you put the Diffuse & Ambient beads under Channel A back to their starting positions.
*I use this technique a LOT, using the map that makes the terrain, back ontop of the terrain to darken in the recessed areas.
Still, here is the image with the lines removed, like you wanted ;o)
AS
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"I want to be what I was
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Er.... I don't think that's quite what I meant. I was thinking just the coppery texture and colour - not specifically for the door model, but to use on anything else. (Why is the image so big?) Saved the metals Tut, and the bronze pack - wacked now, beddy byes
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
The images I use for terrains are (almost) always 2048 x 2048 for very good detail. The coppery color is from...I don't think I'm explaining this correctly...just remove the A Channel image from the doors material, that's all you have to do, to have the mat you are wanting. AS
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Um... that gives me the black material just fine, but not the coppery material.
Is it possible to get the coppery material on its own without the black and without the lines in the coppery material - just the coppery material with the slight bumpyness?
A coppery version of the black in other words.
(your mat images are twice the size of what I can get out of my Cannon EOS 20D - massive!) Phew! P.S. I can get a coppery colour by increasing the ambience and the diffusion - but it's very bright, not like the coppery colour that shows on the cube before you remove the ambient and diffuse from the A channel. Hmmm?
Message edited on: 02/24/2006 19:12
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
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"I want to be what I was
when I wanted to be what I am now"
Oh don't worry about the black version AS, I've got that one just fine by disabling the things you said to... Mind you... be nice to have the simple version... okay thanks AS, I'll sit here waiting then. :-) By the way, have you made any DTE tuts? Just wondering cos you're so good at the DTE.
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
I actually e-mailed you those mats as I was posting two days ago, you should have them. You didn't get them? AS
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"I want to be what I was
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No, nothing in my inbox from you.
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
I'll try again, I'm just using the e-mail add you give in your profile. AS
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"I want to be what I was
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Yup, got it this time... playing now.
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
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I'm trying to get my DAZ galluminus to get a wet look,kinda shinny ,like drool,specularity do'sent quite do it .What's left.