Quest opened this issue on Dec 10, 2005 ยท 16 posts
Quest posted Sat, 10 December 2005 at 11:43 PM
Quest posted Sat, 10 December 2005 at 11:46 PM
danamo posted Sun, 11 December 2005 at 12:16 AM
I zinc it looks very real Quest. Great mat!
TheBryster posted Sun, 11 December 2005 at 7:50 AM Forum Moderator
Excellent TUT!
Available on Amazon for the Kindle E-Reader
All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...
ek-art posted Sun, 11 December 2005 at 11:04 AM
Bookmarked. Great, thank you!!
Come join the Rendergods!
marcfx posted Sun, 11 December 2005 at 12:10 PM
I just love this forum!! always learning and from the experts too, cant be bad can it!! Thankyou :)
Smile, your dead a long time :)
bandolin posted Sun, 11 December 2005 at 1:58 PM
Thanks Quest. Great Tut.
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FranOnTheEdge posted Sun, 11 December 2005 at 2:27 PM
Hey, Looks like pretty good galvanised metal to me... gotta give this one a go... Thaks Quest.
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
FranOnTheEdge posted Sun, 11 December 2005 at 4:03 PM
There must be some weird trick to getting the bead in ambient and not diffuse yet keeping the altered xmas ball texture. I can't seem to do that. Help?
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
Quest posted Sun, 11 December 2005 at 5:08 PM
Fran, when you open Bryce, then creat your cube, then go to the material editor then bring up the metals library, then select "Christmas Ball #15". The bead will appear in the diffuse dimple A and the material will appear on the right as texture A. Next to diffuse is the component color swatch, clicking in the swatch will eliminate the bead in dimple A. Use the diffuse component color swatch for your desired metal color and place a bead in ambient dimple A. Texture A will stay put but instead of driving diffuse color it will now drive ambient color instead. Then place a bead in the bump height dimple B to reserve that spot for your 2D brushed metal bump map. See the red indication arrows above in the tut. Now proceed with the rest of the alterations as instructed above. Please, feel free to question.
ysvry posted Sun, 11 December 2005 at 9:19 PM
great tut quest.
waldomac posted Mon, 12 December 2005 at 12:18 AM
How do you get that hsv color slider? It does not look like mine. All I seem to be able to do is get a dropper and basic color picker for each color channel. I'm Bryce 5.5.
Quest posted Mon, 12 December 2005 at 12:35 AM
Waldomac, while clicking on the color swatch hold down the Alt key (Windows), Option key (Mac). Then along the bottom you select the color palette you wish to use. I prefer the HSV (Hue, Saturation, Value) I find that more intuitive than RGB. Hue selects the overall color, saturation selects the richness (intensity) and value selects less or more color (from dark to light). P.S. If you start with the top swatch while in the DTE then all you need do once you set the first color is mouse click on the next swatch under it and while holding the mouse key you dip it into the top swatch who's color has already been selected. That will copy that color into the second swatch. Then bring up the HSV palette and all you need do is slide the value slider towards the left to darken it.
Message edited on: 12/12/2005 00:48
Quest posted Mon, 12 December 2005 at 7:53 AM
Message edited on: 12/12/2005 08:01
FranOnTheEdge posted Mon, 12 December 2005 at 11:33 AM
Sorry to divert this subject - or maybe it ISN'T a diversion? But I'd like to know what type of thing you'd use just texture A for or just B or just any of them... PLUS - what you'd use: A+B A+C A+D - or: A+B+C A+B+C+D Or A+C+D or C+D or any other combination thereof? In otherwords what is the significance of ABCD? And if it doesn't really matter which ONE you use - then what makes the difference of using various combinations or ABCD etc. I mean, is there one thing you'd use just A for? and what about using AC&D? For instance is the one sort of material that needs a particular combination? and another that needs a DIFFERENT combination? I already understand about using one channel or slot or whatever for bump and one for diffuse and/or ambient, but perhaps you could include the explanation of bump etc too, to keep things in perspective - also that would be helpful for people new to Bryce. And what about other things? Reflection, specular, refraction? Volume? Transparency? Etc... P.S. Could you try not to stick all the images together in one lump? - makes it hellish to copy the info. I have to go through PhotoShop and cut everything up again just to be able to see it. One image per message is MUCH better for me.
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
Quest posted Tue, 13 December 2005 at 11:07 AM
Fran, this is a tall order requiring a 144 pages (pages 407-551), 2 chapters (chapters 9 and 10) in Susan Kitchens Real World Bryce, which is still to this day considered the Bryce Manual. I will entertain to explain your question at least in small part, in another Thread.