Forum: Bryce


Subject: Picture texture question

Incarnadine opened this issue on Aug 01, 2002 ยท 6 posts


Incarnadine posted Thu, 01 August 2002 at 2:59 PM

Does anyone know how to apply an image bump map in the CAB texture channel block? I want to add a custom bump map and a picture transparency map on an image texture to properly model a poser clothing item in Bryce.

Pass no temptation lightly by, for one never knows when it may pass again!


Stephen Ray posted Thu, 01 August 2002 at 4:42 PM

On the texture window ( CAB texture channel block) bottom left are 2 buttons T= procedural ( local bryce texture ) P= picture, click P then click the button above it at the top of the texture window ( source editor ) this will take you into the picture editor. Load your bump map into the first window by clicking one of the blocks at the bottom. then copy and paste into the middle window. That should do it for the picture editor, when you exit the texture window should have your bump map in it. The texture window, Left window C = color Middle A = Alpha Right window B= Bump Make the mapping style Parametric, ( bottom right button on texture window ). Load that texture window into the bump channel, and move slider to desired amount of bump. Do the same for trans map ( but in a different texture window ) and click the arrow at the left of the texture windows, ( Material options ) select blend transparency option. There will be no need to adjust the transparency slider .Also you only want the body parts that need bump or transparency selected when you go into the materials lab. For poser figures I usually use: texture window A for color ( texture map ) texture window B for refection or spectral maps texture window C for trans maps texture window D for Bump maps Hope this helps

Stephen Ray



Incarnadine posted Thu, 01 August 2002 at 4:55 PM

I thought that might be the answer. I was kinda hoping someone would have a more elegant solution to get the bump map into the B window , the trans map into the A and the actual tex in the same C just like the procedural textures do. Thanks.

Pass no temptation lightly by, for one never knows when it may pass again!


Stephen Ray posted Thu, 01 August 2002 at 5:23 PM

You can load the color map in the first window then the trans or bump map in the second window. But if you use the alpha to drive a channel, you could run into problems.

Stephen Ray



Allen9 posted Thu, 01 August 2002 at 5:52 PM

When you copy the texture into the middle window to create the alpha channel for the bump remember to INVERT it (the black&white button) or the bump will appear to go INWARD rather than OUTWARD and you'll have to use negative number values in the 'amount' to get the bump to look right. Why they did it this way is beyond me. It uses regular, non-inverted alpha channels for everything else, having to invert it for the bump is just clunky.


Spit posted Fri, 02 August 2002 at 7:48 PM

Sometimes you have to use negative numbers even if you've reversed it. Depends on black vs white and also what the texture is mapped on. Terrains and ground planes seem to be opposite. I decide whether to reverse the bump in the picture editor soley by looking at the transparency squares in the far right image. Then back in the lab I set bump, get out and do a plop render to see if I have to set the bump to negative. Just part of the process.