Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Feb 02 3:02 am)
Where's the moderator when you need him? He's a DTE guru.
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
Could you upload the texture .mat to look at?
There are too many different ways to make a texture modulate based on altitude to really say what you should try without looking at it in the DTE. I can think of four ways off the top of my head, there probably are more.
For instance, is the texture single or multi channel?
Does it use 'blend altitude' in the Texture Source Editor?
Does any of the texture components use Xb+a (Altitude-slope) or X(a*Slope+b) filters?
Are the components altitude blended noise to begin with?
Could be combinations of any/all of those.
Altitude modulated textures are always world space, I think; even if all of the channels are object space, or some other object oriented mapping mode.
I use Bryce as a texture generator often. I might not be an Agent Smith top secret level guru, but am pretty familiar with the DTE. But I would still need to see the .mat layed out inside the DTE to help.
Friends don't let friends use booleans.
I could probably put or send the actual texture file for an interested person to experiment with the exact same thing I'm working with. Here is a screen capture of the material lab. The settings within the texture source editor I have placed back to default after each experiment that didn't yield any profitable result. Every change with the texture source editor did give interesting result for future projects, but not what I'm looking for for this project.
I've tried using the wet rock texture as a guide. Last night before posting to the forum, and then this morning with a well rested mind, I experimented with the texture components... the altitude-slope things. The dials/settings for fine tuning the components in the DTE (the altitude blended noise, filters, etc) becomes the parts I get iffy and unsure about. I feel the solution is probably in the altitude settings, that it's somewhere there....
In the screen capture here, the last bead is for "alien rock!" which is currently unused for the capture. This was the last bit of experimentation I was doing. If more information is needed, let me know; if the actual mat is needed, let me know.
Why - As I said this mat is controlling the blend of the other 2, so where it's white you get the snow bump and where it's dark you get sand. swapping the colours will swap where the items are mixed..... You may then want to play a little with the DTE equations to get the offset where you want it.
OR
Replace the molten sands texture with one of the Basic-Altitude blends by clicking on the triangle in the TE (highlighted in a copy of your screenshot)
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
that Molten Sands texture is only controlling the blend of the Diffuse Color and Diffusion amount.
the problem is more likely the Ambient Color and Ambience, which uses an AB blend, not an ABC blend.
the AB blend is a blend by the height of the tallest object in the scene. this means that when a new object gets put into the scene that is positioned way up high above those pots, the AB-blended ambient color / ambience will change dramatically.
I generally don't use the AB blend because of its unpredictability, how it changes so much with the addition of other objects to the scene.
your best bet is likely to change the ambient color / ambience blends from AB to ABC, and then replace the C texture with a basic gradient in object space.
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Check out my Elemental Hexagons deck, created with Photoshop, Bryce, MojoWorld, and Poser
Thanks all! I think I'm beginning to get some desired results now. I've taken the suggestions from both Gog_CA1 and Calyxa. I've also started over on one pot, placing the altitude mat as the first bead. I'm able to use the texture editor to flip the mat now. Haven't gotten the rough look back, but it's been just 5 minutes of tweaking. There seems to be more control.
I play by ear in the DTE.
Meaing I'm little help unless I got my hands on the actual DTE and can it punish the heck outta it like any good DTE deserves.
The DTE is like trying to learn how to ride a bike while spinning basketballs on your index fingers.
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![file_376927.jpg](https://live.cdn.renderosity.com/forum/threads/2696708/file_376927.jpg)
First, it's 3:30 AM and I'm probably not going to make sense... I'm trying to make some flower pots look aged. I've been messing with the DTE and learned some stuff, but still haven't gotten it looking the way it needs to be. For instance, it's too clean at the bottom of the pots. Been trying to flip the textures so that the green-ish looking part is at the bottom. No matter how I position the object, the green part stays at the top. Tried making new textures, messed around with the DTE filters, filter editor, noise, noise editor, and even doing things like setting object space and worldspace, and the texture editor....I don't know enough about altitude textures and things like that. Been experimenting but going nowhere. Could I get some pointers, please?