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Bryce F.A.Q (Last Updated: 2025 Jan 04 3:16 am)

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Subject: How do textures map in Bryce 6 converted boleans.


electroglyph ( ) posted Sat, 21 October 2006 at 8:57 PM · edited Sat, 30 November 2024 at 6:40 PM

Iv'e heard that the new bryce maps converted boleans and the textures export. How do the textures orient when they map?

I made a mesa with the terrain editor and exported in bryce 5. The painted desert texture was lost because terrains are automatically mapped top down. When the slope is over 45 degrees you start loosing all kinds of detail.

If you boleaned a bunch of red tori on a blue cyllinder and saved the mesh would you get a red and blue striped texture?


danamo ( ) posted Sun, 22 October 2006 at 12:05 AM

These are things I'm dying to know as well! I can't upgrade this week, darn it.


Erlik ( ) posted Sun, 22 October 2006 at 12:27 AM

file_357338.jpg

Yes, you would get a nicely striped cylinder. Both with simple colours and with procedural textures. But in the case in question, the procedural side textures are iffy with 3DS. That is, while the resulting mesh is in Bryce, everything is fine. Exported and re-imported, sides of the cylinder have black lines. OBJ export, OTOH, went through just fine with procedurals. See the attached image. It's a boolean mesh exported to OBJ and then reimported into Bryce 6.

-- erlik


danamo ( ) posted Sun, 22 October 2006 at 12:38 AM

Wow! That is very cool and intriguing! Thanks for the demo and example. 👍


AgentSmith ( ) posted Sun, 22 October 2006 at 1:11 AM

Yeah, best to always stick with exporting as .obj, imho.

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Erlik ( ) posted Sun, 22 October 2006 at 1:16 AM

One more thing. Unfortunately, Bryce 6 exports a booleaned mesh as a group. That is, the above cylinder has five textures. The cylinder is one mesh, while every place where it was booleaned is a separate mesh. With appropriate textures. Although it's funny that the cuts have diffusion texture, ambient texture and bump texture, while the cylinder has only diffusion and ambient. You'll need to remap the mesh in order to optimize the number of discreet meshes and textures.

-- erlik


danamo ( ) posted Sun, 22 October 2006 at 1:40 AM

One other question if I may? Is the resultant "collapsed" boolean mesh highly triangulated? I ask because it might be fun to import something like that into Wings to play around with. It's easier IMO to add details to a model made of quads. Either way, I look forward to experimenting with it. It might actually be easier to handle and play with the resultant mesh if it is exported at a lower mesh density.


Erlik ( ) posted Sun, 22 October 2006 at 5:07 AM

Only triangles, although there are places where a mesh would greatly benefit from being quadrangulated. As to the density, the first one was meshed at the setting of 32, and it gave a bit less than 5000 polygons. A very similar mesh at the density of 16 gave 2800 polygons. At the density of 8, it had 1664 polygons and was no great shakes when reimported back.

-- erlik


danamo ( ) posted Sun, 22 October 2006 at 1:01 PM

Thanks again for the info Erlik. I kind of suspected that was the case.😄


jelisa ( ) posted Mon, 23 October 2006 at 3:43 PM

Bryce does some basic uvmapping but it's not always a good basic mapping. It might be helpful to bring the exported mesh into UVMapper to weld the seams and tweak the uvmaps.


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