Mugsey opened this issue on Mar 06, 2007 · 20 posts
Mugsey posted Tue, 06 March 2007 at 10:10 AM
Mugsey posted Tue, 06 March 2007 at 10:12 AM
Mugsey posted Tue, 06 March 2007 at 10:14 AM
Mugsey posted Tue, 06 March 2007 at 10:20 AM
Granted the effect is awsome - but alas - it is not what I was shooting for - as I expected this to happen anyway, and I don't know how to tell bryce (BUMP MAP - NOT TRANS - MAP YOU iDIOT!!!!...
HELP PLEASE?!!!!!!!!!!!!!!!!!
Mugsey posted Tue, 06 March 2007 at 10:33 AM
calyxa posted Tue, 06 March 2007 at 10:36 AM
don't click the marble in the Transparency row.
do click the marble in the bump row.
in my ancient tutorial on using pictures as material components, I don't use the "alpha channel" at all - I load them in all as separate pictures. so, you may have to take your alpha channel out completely and load it as a separate picture, as it may automagically just think, "ah, there's an alpha channel which means transparency, so I'll ignore the setting of the transparency row and use the alpha channel regardless." -- in which case, you can probably use a "nothing" material and override the transparency....
http://calyxa.best.vwh.net/~calyxa/pearl/materialtut/picts.html
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Mugsey posted Tue, 06 March 2007 at 10:44 AM
Ok - I read it - but does that actually make the bricks STAND OUT in 3d space - or just look like they are when viewed face on like just slapping on an embossed image - in other words - does it create a true 3d surface - or does it just "fake one out" in 2d facade?
staigermanus posted Tue, 06 March 2007 at 10:48 AM
that's right, many (but not all) 3D applications, and even video apps, think and work in this manner: if there is an alpha channel in the image (for example if it is a 32-bit tiff instead of a 24-bit tiff), then it is assumed that the 8-bit alpha channel is holding a mask of some sorts, and that it should be used as a transparency mask. (or opacity mask, whichever you look at it). Carrara does the same now, but it wasn't always that way, i.e. in the past the shader in Carrara had just a transparency channel which you had to explicitly feed with the mask, whereas now in v5 you can send a picture into the color channel and it will check if there's alpha and if so then it will use it for transparency.
Managing the alpha is one of the things we focus on in PD Pro, and we recently also added a few free plugins to the $19 lite edition, PD Particles, through the cooltools #1 collection for PD Particles, containing tools like Store alpha, paint on alpha and grow and shrink alpha. There's also adjust, blur and other alpha (invert alpha) tools in the menu of PD Particles.
In Bryce you will load the transparency mask separately, so it's just a greyscale image. Note that if you have an image which holds alpha already, and you want to use that one, you can usually find tools in your imaging program such as PS or PSP (and of course PD) to extract the alpha and save it as its own greyscale image.
One think that becomes important too is that the transparency mask be controllable, with regards to adjusting the value, brightness, and especially gamma and contrast, so you can make sure that black is indeed totally black (opaque) and white is totally white (fully transparent). Some imaging tools will offer one-click solutions like 'adjust dymaic range' so as to make sure that the minimal and maximal values possible are indeed reached.
Mugsey posted Tue, 06 March 2007 at 11:00 AM
Actually it wasn't that big'a deal - BUT - it's a step in the right direction...
Mugsey posted Tue, 06 March 2007 at 11:04 AM
Analog-X64 posted Tue, 06 March 2007 at 11:29 AM
I dont know how to help you but I think I understand what you want. You want Bryce to make changes to the Object Mesh according to whats on the Bitmap to make the bricks, windows etc.. protrude.
Mugsey posted Tue, 06 March 2007 at 11:37 AM
YES ANALOG! - Hey - I figure if you can do it with grey scales in the terrain editor than there must be a way to do it in the materials editor with mats?...
Questor4 posted Tue, 06 March 2007 at 11:54 AM
i dont think bryce can do this.
The only way you can mould a texture into a 3d object is with the a greyscale image in the terrain editor.
create a new terrain , rotate it upright for the front of the building and apply the bump / greyscale in terrain editor.
Then apply the original colour image with the material editor. I dont think it will work out how you would expect though.
dan whiteside posted Tue, 06 March 2007 at 11:59 AM
Attached Link: http://www.bryceworks.com/current_bryce/dead_end_pc.html
Bump mapping is just a render effect, does nothing to the actual geometry. What you're really looking for is a 3D app that does displacement mapping from an image that can be converted to a fixed mesh for export to something like .OBJ. I have that feature with the Form*z modeler but I'm not sure what other 3D apps offer this. The link is to a Bryce image of mine that used this technique for the brick walls and "cracked" concrete alley floor.Mugsey posted Tue, 06 March 2007 at 12:14 PM
I've heard that WINGS 3d has some kind of process for converting 2d images to 3d models - but that it's a tad bit involved though. I also know of a freeware app that USED to exist that enabled you to make 3d models from 2d images using node application - but export was only in VRML format - and I need .3ds or .obj...
Mugsey posted Tue, 06 March 2007 at 12:42 PM
I am going to try using building textures in order to create terrain maps - group and assemble the maps into single structures - and then slap the original textures / mats onto them?
It's worth a shot...Wish I had a way to actually make the mats themselves do that though...
diolma posted Tue, 06 March 2007 at 3:03 PM
@Mugsey:
This has probably been covered in the above posts, but I didn't have the patience to read them all...
Bump maps don't affect the geometry of the object they're applied to. They're a render effect.
Try the following to prove it: Start new scene, load a cube/box.
Apply a strongly-textured image to the bump channel of the cube. Rotate the cube 45 degrees in Y and render. Although the surfaces of the cube appear to have bumps and dents, the EDGES of the cube will still be straight.
Displacement mapping actually adds "micro-polygons" to the mesh at render time, thus making actual bumps on the mesh (although there's a down-side to that; displacement is carried out along the "normal", the 3rd axis on a 2d polygon, and so can make gaps along the edges).
Bryce doesn't support displacement. Nor does Vue (although I understand the Vue 6 is supposed to, but Vue 6 isn't stable enough yet AFAIK).
Poser 5 and onwards supports displacement (but only in renders, the resulting mesh can't be exported)
Not sure about Wings, I've got it but haven't used it in years.Ask in the Wings forum here..
Hexagon supports displacement mapping and can convert the displacement to an actual mesh which can be exported. However I'm not sure if it can apply displacement from a grey-scale image (never tried it - need to have a go).
Hope that helps..
Cheers,
Diolma
Mugsey posted Tue, 06 March 2007 at 7:57 PM
Thank you dioloma.
I haven't checked out the other apps - however, I have revisited my WINGS prog - and am learning , although I do NOT think it can traslate greyscales. I have heard about Hexagon and will investigate it further.
pakled posted Tue, 06 March 2007 at 9:00 PM
I know there's a way to project a 2d pic in Wings, and model against that (Bazze does it, I think...;) but exactly how it works, I dunno.
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
Mugsey posted Wed, 07 March 2007 at 6:40 AM
yes pakled-I would like to find out how that's done.