Mon, Feb 17, 2:29 PM CST

Renderosity Forums / Bryce



Welcome to the Bryce Forum

Bryce F.A.Q (Last Updated: 2025 Feb 17 1:22 pm)

[Gallery]     [Tutorials]


THE PLACE FOR ALL THINGS BRYCE - GOT A PROBLEM? YOU'VE COME TO THE RIGHT PLACE


Subject: Assistance with material lab/texture source editor


BOOMER ( ) posted Wed, 20 November 2002 at 5:45 PM · edited Sun, 16 February 2025 at 3:30 AM

I'm trying to apply an image texture to a model that bought (I was having a hell of a time trying to find a good one of what I was looking for). The model comes with textures, but when I import the model its texture is black. When I look in the material editor, under the texture source editor, there are three different sets of textures. One for diffuse, one for bump and one for reflection, respectively in colums A, B and C, being the primary source for each attribute (can ya follow that?). All three are set to parametric in the texture mapping mode. No matter what I change, I can't change the way the texture is applied to the object. I really need some assitance with this 'cause I am REALLY getting frustrated. Thanks all.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


Aldaron ( ) posted Wed, 20 November 2002 at 6:02 PM

how about a screenshot of the material editor with this material?


Stephen Ray ( ) posted Wed, 20 November 2002 at 7:57 PM

What does the textures look like in the preview windows? are they black? The Left texture preview window is Color ( the texture in the diffuse channel is using it to determine the color ) The middle window is Alpha ( the texture in the reflection channel is using it, to determine where and the intensity of refection) The Right window is Bump ( the bump channel uses it ) The source editors, are the DTE and Image Library. So are there any images loaded in the Image Library? ( click the source editor button )

Stephen Ray



Erlik ( ) posted Thu, 21 November 2002 at 2:19 AM

Have you checked Ambient? If the scene is dark, you'll get black texture.

-- erlik


airflamesred ( ) posted Thu, 21 November 2002 at 3:42 AM

Not clear what your asking but I'm guessing its a pic tex, set to parametric there should be no need to change anything


BOOMER ( ) posted Thu, 21 November 2002 at 3:44 AM

First of all, I need to know how to take a screenshot of Bryce and where will the screenshot file go so I can retrieve it? Never had a need to learn that before, but I guess it's about time. Once I throw that up, you can see what I'm looking at.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


Zhann ( ) posted Thu, 21 November 2002 at 4:49 AM

I'm curious also how to take a screen shot of Bryce...

Bryce Forum Coordinator....

Vision is the Art of seeing things invisible...


ttops ( ) posted Thu, 21 November 2002 at 4:58 AM

Use Psp or PS screen capture.


BOOMER ( ) posted Thu, 21 November 2002 at 5:41 AM

OK, you're going to have to be a little more descriptive for my retarded ass. I didn't even know either program had such a thing and I just did a search in the PS6 index and couldn't find anything about "screen capture". Assistance would be appreciated cause my main issue above is driving me up a wall.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


Zhann ( ) posted Thu, 21 November 2002 at 5:52 AM

I found it in PSP but haven't tried it yet, they're a little vague, but I'll see what happens...=)

Bryce Forum Coordinator....

Vision is the Art of seeing things invisible...


Wivelrod ( ) posted Thu, 21 November 2002 at 5:57 AM

screen capture:

On a Windows OS, just press the "Prnt Scrn" button thats about the inset key (above the arrow keys). The open PSP (or even Windows Paint) and Paste. (i.e. Ctrl-V or pick it from the Edit menu).

Note that in Photoshop you'll need to create a new document first. Photoshop will cleverly make the default size of the document the same as the image on the clipboard though :)


ttops ( ) posted Thu, 21 November 2002 at 5:58 AM

Using PsP; Click on the file menu and select Import/Screen Capture/Setup and describe how the capture will take place. Then you can follow the same path and select Start.


Zhann ( ) posted Thu, 21 November 2002 at 6:05 AM

That is way cool, tried it and it's soooo easy! Just right click and voila! there it is in PSP! A new toy! Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you ....=>

Bryce Forum Coordinator....

Vision is the Art of seeing things invisible...


BOOMER ( ) posted Thu, 21 November 2002 at 1:31 PM

file_32381.jpg

Little did I know that this was going to turn into a tutorial, hehe, but I'm glad it did because now a few more of us have learned something. Above you can see my fancy shmancy new screenshot. Let me set this up for y'all so we have situational awareness. I bought a CD with some models on it and 90% of the are coming out black. As can be seen, there is a texture for A, B and C and they are set up respectively as the primaries for diffuse, bump and texture. All set to parametric mapping and the material options set to normal. This is for the top wing.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


tjohn ( ) posted Thu, 21 November 2002 at 2:34 PM

OK, Boomer, the main problem I see is this: these are all three picture textures and consist of three different squares each... from left to right : color, alpha, and bump. when chosen as the A,B, or C texture, the characteristics (diffuse, bump ht, etc.) use only one of the three squares to get information on how they should behave. The main culprit here is the reflection setting. This one gets its information from the alpha image on the C texture. Since the alpha image is totally white, the reflection is being told to cover the entire object with a solid reflective surface. If you click in the row to turn this off, you should be able to the A texture on the object. The bump ht is also getting information from a solid white square. You'll need to go into the DTE to copy and paste the first image into the second one. This will create an alpha and a bump map.

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


BOOMER ( ) posted Thu, 21 November 2002 at 4:54 PM

I'll give it a shot and see what happens. Thanks.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


Stephen Ray ( ) posted Thu, 21 November 2002 at 5:04 PM

I agree with tjohn, you need to click the source editor button on the texture maps and copy the first window and paste to the middle window. To fix the refection problem after copy/paste I would enable alpha scaling on the refection map ( texture C ). Alpha scaling option is located at the bottom of the mapping modes. What alpha scaling does is lets the slider determine how much of the alpha channel is used to drive the material channel. Without alpha scaling enabled 100% of the alpha channel is being used to drive the channel. So even though the refection channel is set to 9.8 in reality it is using 100% reflection, by enabling alpha scaling 9.8% will be used ( or whatever you set the slider to )

Stephen Ray



BOOMER ( ) posted Thu, 21 November 2002 at 6:10 PM

file_32382.jpg

OK, here is what I came up with after I read tjohn's advice. I disabled the reflection altogether and now it looks like it is supposed to. I trough in a quick terrain and exhaust for this image, but I am going to do something else with it in the near future. Clears up a lot for me as far as using texture mapping goes. Now all I have to do is figure out how make my own for the models. Thanks for all your help, guys.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


Aldaron ( ) posted Thu, 21 November 2002 at 7:05 PM

One note. It looks like you were trying to apply a reflection map using texture C, to reflect this image on the object. From my understanding high programs use this to get reflections on objects, Bryce doesn't. Bryce will reflect the scene around the object without needing a reflection map. What Bryce uses in the material under reflection is HOW much reflection to apply to the object. If you use a picture it takes the aplha channel using the grayscale to determine what reflects and what doesn't (pure black doesn't reflect, pure white full reflect, grays vary). Now if you wish to reflect that picture on the object you need to apply that picture as a texture to a sphere and place your object and camera inside the sphere making diffusion and ambience 100. For examples do a search on the forum for HDRI.


shadowdragonlord ( ) posted Thu, 21 November 2002 at 8:41 PM

I'm pretty sure there's a setting for "Reflection Map" Under mapping modes, but I've never used it to any effect...?


BOOMER ( ) posted Fri, 22 November 2002 at 4:35 AM

I tried to set the reflection setting level lower and lower to a flat out 0 and the color didn't change at all. It was only when I removed the reflection map from it altogether that the textures were appropriately applied to each part of the model. I also copied the source file for A and B into their respective middle windows. Thanks for the help everyone.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


Phantast ( ) posted Fri, 22 November 2002 at 5:07 AM

You got the Taschen book, didn't you!!


BOOMER ( ) posted Fri, 22 November 2002 at 12:23 PM

YES I DID!!! hehe I couldn't resist it. Fow aht they were offering and the price especially with a few Espona models thrown in. Glad I got cause not only did I get a good value, I learned something about applying textures and reflection maps. An added bonus.

Because I like to blow $%&# up.

Don't fear the night.  Fear what hunts at night.


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.