Wed, Nov 27, 8:05 PM 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: Bullet holes


NolosQuinn ( ) posted Mon, 01 April 2002 at 6:04 PM · edited Sun, 24 November 2024 at 3:04 AM

Any tuts on how to create bullet holes in a windshield? Wall, fabric, body, etc,...etc. I just now thought of a scene, so I need an answer like yesterday. ;-) Thanks in advance. Djinn.

'I'm paying for this movie. I want guns'



Stephen Ray ( ) posted Mon, 01 April 2002 at 8:04 PM

This isn't bullet holes, but it may give you an idea on how to do it. http://petersharpe.com/Tutorial2.htm

Stephen Ray



Earz ( ) posted Tue, 02 April 2002 at 6:00 AM

I can't help but I have also been looking for ways to create bullets smashing through glass (I'm trying to make bullets smash through a glass elevator door) but I cant find a thing. The best way I've found for doing it on metal is just to make a hole in it and apply a bullet hole picture in front of it, which looks okay from a distance, but close ups are bad. To make bullet holes in plaster walls, create a bullet shape and apply a plasters material to it. Then create a stone about ywice the height and width of the bullt, but not as deep. Again apply a plastery texture to it. Place the stone on the flat side of the bullet, (the back of the bullet, or opposite to the pointy bit) DO NOT GROUP THEM. Make the stone and bullet Negative. Create a wall, and add a texture to it. Make it positive then duplicate it. Make this new wall negative, but slightly smaller and group it with the positive wall. The wall is now hoolw, which is vital for the debris to have a plaster effect on the outside. Call this group WALL. Select the wall and make it positive. Now move the stone and bullet into the wall so that the point is (obviosly) facing into the wall, with the stone at the back of the bullet halfway through the wall. With bullet, stone, and wall selected, click the Group button. There should now be an okay(ish) looking hole in your wall. Select this group (the wall with a hole in it) and Duplicate it (CTRL-D) Move the new wall off to the side and ungroup it. There should now be a stone, bullet and wall, plus the original wall group off to the side. Select the stone and bullet (the new ones) by pressing CTRL and SHIFT then clicking them. A small menu will open with a list of the objects that you have clicked. Tick and untick this box untill you have the stone and bullet selected. MAKE SURE YOU HAVE NOT MOVED THEM AWAY FROM THE WALL. Press the Atributes button and make them "intersect". Now, keep them selected and also select the wall (the second wall, not the one you will already have added a bullet hole in) and group them. HOPEFULLY the front of this new group will have the material you selected for your wall on it, but further back there will be a plaster texture. Name this group DEBRIS 1. Move it so that it fills the hole created in the original wall. Now, when you "animate" you can slowly have the DEBRIS fly off the wall leaving behind a hole. Hopefully. Well, I just wrote this as I went along, so I don't know if it will help, and in a sense is my first tutorial. I hope this helps, or you find a way to achieve the bullet hole effect. If you do, PLEASE post it here, as I have tried to find one but haven't been able to.


Alleycat169 ( ) posted Tue, 02 April 2002 at 10:43 AM

I believe you could do this using a symetrical lattice. In the terrain editor, use the blobmaker and paint tools to create a crater-like shape with a hole at the center. Put a wrinkled glass, or even a marbled cloud texture on it or use the texture of whatever object is being hit with a bullet. Use a negative cylinder grouped with that object to create the hole that the symetrical lattice will fit into. For a cool glass shattering into shards effect, you can use a shareware app called DXFBuster. Create a high poly mesh of a rectangle (symetrical lattice works good for this) and export it as a DXF file. Drag and drop the DXF into DXFBuster and it will disassemble it into separate polygons. Import it back into Bryce and group them so the shape holds together until you put it in place. Ungroup it an use the disperse editor to make the polygons fly apart and drop to the floor. It's a lot of work but it's a cool effect.


NolosQuinn ( ) posted Sun, 07 April 2002 at 7:23 AM

Thanks, everyone!

'I'm paying for this movie. I want guns'



thunderdon ( ) posted Mon, 08 April 2002 at 3:12 PM

Use images with alpha channels or do following. 1. Create a new image in whatever graphics prog u use (photoshop or?). CREATE THE IMAGE IN THE SAME RATIO AS THE SURFACE YOU ARE GOING TO USE IT ON. ie if a glass door is 4 feet wide and 9 feet high create image with same ratio (300x900 or 600x1800). REMEMBER THAT IT WILL HAVE TO APPLIED TO OBJECT ONCE ONLY AND NOT TILED SO USE ENOUGH RESOLUTION. 2. if you want text or anything else on object put it on image. This includes the details of holes (cracks around edges etc) 3. Save color version of image as whatever.name 4. Now convert original image to greyscale and leave the areas that are holes white. 5. Now save as whateverA.name the A meaning alpha 6. now in material editor in bryce apply the color image to the A position of texture and the greyscale image to the B position. 7. Click the indent under A to right of diffuse and right of Ambient settings 8. Click the indent under B to right of TRANSPARENCY SETTING and make sure that the "blend transparency" option is checked in texture settings option box The object you apply texture to should now have transparent holes (put light behind or in object and point camera at it and render, use spotlight with volumetric settings on to see light rays through holes)


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.