diolma opened this issue on Feb 03, 2006 ยท 24 posts
diolma posted Fri, 03 February 2006 at 4:00 PM
diolma posted Fri, 03 February 2006 at 4:06 PM
diolma posted Fri, 03 February 2006 at 4:12 PM
InfernalDarkness posted Fri, 03 February 2006 at 4:20 PM
Yes, you can do tht inside the DTE /Materials Lab. I'll make one up for you and post a screenshot this weekend, if you like it I'll email it to you so you can pick it apart or learn from it, or just use it outright if you want. I don't believe Brycean procedurals should be copyrightable by their "makers", since it's all source-code that's been borrowed from others anyway...
diolma posted Fri, 03 February 2006 at 5:07 PM
InfernalDarkness: Please!! Go ahead... But could you post it in this (or a new) thread as a mini-tutorial? That way, others can share, and I'd much prefer that than having to duplicate your efforts and post them here (with credit, of course).. Cheers (and many thanks), Diolma (PS - you may beat AS to it - there's a challenge!!)
madmax_br5 posted Fri, 03 February 2006 at 5:10 PM
You'll both have to beat me first! AHAHAHAHHAHA!
InfernalDarkness posted Fri, 03 February 2006 at 5:11 PM
I'm all over it, but may not be done before AS is! (grins) (Edit) Aaaargh! Now I've got to race against TWO big dogs! "It's a texture-off. Welcome to the deep, dark underworld of 3D modeling they don't show you on the movies or in the magazines..."
Message edited on: 02/03/2006 17:13
diolma posted Fri, 03 February 2006 at 5:51 PM
Yaaayy!! a race! I'm fascinated already! I didn't expect this much interest - but I love it! Will keep up with progress (tomorrow - I'm dog-tired right now..) Maybe I should alert AS?? - I didn't before.. - yes, I should! Cheers Diolma
madmax_br5 posted Fri, 03 February 2006 at 5:51 PM
could be better but I've gotta go! Feel free to tweak/modify and repost: DOwnload bryce 5 mat file here
diolma posted Fri, 03 February 2006 at 6:07 PM
I only have Bryce 3 (It Moves)... I (probably) can't use br5 files. ('cos Bryce 3 wont recognise them.) Screen-shots of DTE settings preferable - that way I (and others) can re-create the textures... PS - When I complete the whole building (or as much of it as I need for the scene I'm contemplating), I'll be happy to offer it as a freebie, one way or another (I don't have a web site, so it'll have to be either by e-mail or someone hosting it..) See you all tomorrow.. Cheers, Diolma
AgentSmith posted Fri, 03 February 2006 at 11:02 PM
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AgentSmith posted Fri, 03 February 2006 at 11:49 PM
Btw, that image texture came from; http://www.davegh.com/bladenew/textures/floor/floor_pavement_stone4_2.jpg http://www.davegh.com/blade/davegh.htm AS
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danamo posted Sat, 04 February 2006 at 12:57 AM
That image texture looks pretty darn close AS. I've never seen a really convincing DTE brick or stone masonry texture. I would definitely go the bitmap route.
draculaz posted Sat, 04 February 2006 at 4:13 AM
DTE is evil drac
AgentSmith posted Sat, 04 February 2006 at 12:58 PM
Evily Delicious. (unless you're makin' bricks) AS
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artnik posted Sat, 04 February 2006 at 2:26 PM
bookmark
diolma posted Sat, 04 February 2006 at 3:41 PM
AS: I really don't want to use a texture image, if I can possibly help it. What I want to learn is how to generate a "tiled" texture in the DTE which has:
a) the bricks (with varied textures on them - globally, not per brick, although finding out how to do the latter would be wonderful).
b) the grouting (which should be more-or-less consistent).
c) getting small irregularities into both...
But if it can't be done, it can't be done. sigh.
Chers,
Diolma
Message edited on: 02/04/2006 15:42
tjohn posted Sat, 04 February 2006 at 3:44 PM
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=777887
In order to get the kind of look you want with Bryce, you may want to consider using a brick image texture, at least to drive a bump map, as I have done with the castle and wall in the pic at the link. JohnThis is not my "second childhood". I'm not finished with the first one yet.
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madmax_br5 posted Sat, 04 February 2006 at 5:26 PM
I'll do some more work on it. The key is to make a tile texture that works in two dimensions, a 1D texture can only be influenced by a phase texture in one dimension, so it will effect the vertical lines but not the horizontal, etc.
Dann-O posted Sat, 04 February 2006 at 8:19 PM
I think tjohn's method might work best. You can always use object cubic if you are too lazy to UV map it.
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madmax_br5 posted Sun, 05 February 2006 at 4:54 AM
I'm reposting my new results in a new post so that more people can benefit, it'll be up in a few!
InfernalDarkness posted Tue, 07 February 2006 at 2:40 PM
diolma posted Tue, 07 February 2006 at 2:51 PM
Many thanks Infernal! I appreciate the work you've put into this! Alas, it won't work for my situation - the object I'm working on (see above, especially post 3) is fairly complex (and getting more complex as I continue with it), and so it can't be scaled down for layering. A very interesting technique, tho. Would it be too much trouble for you to post a mini-tut in this or a new thread? (I'm using Bryce 3.3, which often won't accept Bryce 5 materials, and anyway I'm sure that others would be interested in the tchnique!) Cheers, and thanks again, Diolma
InfernalDarkness posted Tue, 07 February 2006 at 4:39 PM
ere's an updated version. It's one material, two channels. the first channel controls the bump with TWO DTE textures, the first being the brick lines and the second being the extra bump noise. then there's the second procedural (DTE) texture, which just controls the color and can be replaced, changed, or whatever without changing your bump map.
again, if this is any closer let me know and i'll email it to you. as for a tutorial, i can sum it up by saying that the DTE seems like musgrave programmed it just for fun to force us to experiment! this texture uses a lot of filter-work to create the brick effect and to control the second channel there, so the "noise" doesn't overpower the brick-lines.
also, this one (being single-layered and with no transparency) renders much faster. under the previously-stated conditions (with a dozen other RAM-hog programs open) this scene rendered in just an hour, but I also turned off the light-dome in favor of three-point lighting to speed it up a bit, so from 64 lights = 3 hours to 3 lights = 1 hour it's still kinda slow... but after switching back from Maya, well... it's Bryce! gotta love it!
Message edited on: 02/07/2006 16:51