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Subject: What determines the resolution on imported obj files?


dhama ( ) posted Thu, 01 November 2007 at 3:56 PM · edited Tue, 28 January 2025 at 9:22 PM

I have some trees in obj format and want to use Bryce 'treetrunk' mats, but they render in low resolution????


sackrat ( ) posted Thu, 01 November 2007 at 4:36 PM

Generally,......the res is determined by the app they were contructed in. Although I suppose you could open them in any app that will open .obj files and subdivide them. Just a thought.

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dhama ( ) posted Thu, 01 November 2007 at 4:45 PM

Interesting..... Well they came with some hi res maps complete with bump maps, how would I use them in Bryce?


dhama ( ) posted Fri, 02 November 2007 at 5:00 AM

Ok, solved the problem.

I used OBJACTION SCALER by Sandy Lodge and scaled the object 10 times larger and the texture now fits very nicely.


pakled ( ) posted Fri, 02 November 2007 at 7:05 AM

another thing is you can go into the Deeply Thaumatalurgical Editor (DTE), and play with the styles of formatting in the material. Often, I use 'World Cubic', which will shrink the design, up the memory usage, but give a more 'detailed' look to the McGuffin I'm working with. It even works with UVMapped textures (at least from Wings)

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dhama ( ) posted Fri, 02 November 2007 at 9:32 AM

Thanks pakled.


tom271 ( ) posted Fri, 02 November 2007 at 11:49 AM

You have in the editor a method to shrink or enlarge a mat..  no need to full around with th object file...   what might help a lot.. is to at least UV map the obj file to get the mat to fit evenly...



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dhama ( ) posted Fri, 02 November 2007 at 12:22 PM

Thanks Tom, but how do I do that? And how do I enlarge the Mat?
Come to think of it, how do I add bump map texture if i'm using an imported texture?


dvlenk6 ( ) posted Fri, 02 November 2007 at 6:44 PM · edited Fri, 02 November 2007 at 6:47 PM

You put the little marble thingie for bump into one of the slots (A,B,C, or D) and apply the image bump map to that slot in the material editor ->
Click the little 'P' (Image Texture) over on the texture editor, click the button that says "Texture Source Editor". You will see three windows. The first window is the texture window, the second one is the alpha (for bump, ref., trans., etc.), the third is the combination. Load your texture into the the first window, load the bump map into the second window.
You can also use those in seperate channels (A & B, for instance) and have a little more control. If a channel is being used for bump only, then just load a bump map into the second window and leave the first window blank.
Use 'Parametric' to fit the image to a UV Map.
Use 'Parametric Scaled' to tile w/ the uv mapping.

EDIT - You can use the other mapping modes (Top, Object Space, etc.) with images too.

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dvlenk6 ( ) posted Fri, 02 November 2007 at 6:51 PM

For procedural textures, you increase the x,y, and z percentage sizes to make the texture tile more often; thereby making it seemlingly smaller. You can stretch and squish procedurals differently on different axis. You can also rotate and offset them.
'Transformation Tools' Button.
If you go into 'Texture Source Editor' while in procedural mode, you enter the DTE Zone :)
That's a whole new world and a very powerful procedural texture generator in it's own right.

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dhama ( ) posted Tue, 06 November 2007 at 2:48 AM

Thanks dvlenk6, All helpful stuff. Will attempt to delve more into the mat editor.


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