DTE
tutorial part 1 : Getting started
..Feb
2000
Links
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Next : into the Deep Texture
Editor ..
The purpose
of this tutorial is to help you understand how to use the
Deep Texture Editor in Bryce 4 a bit better by taking you
through the construction of a new material with a height
dependent colour. It's not a short tutorial but it's fairly
easy to follow.
Good
and varied materials make all the difference between a
natural-looking picture and one that looks , well , a bit
artificial.
To
get there you can't avoid getting into the DTE and 'tweak'
things to your taste : it's not as difficult to do as it
looks at first.
(Mac
owners : the keys are listed between parenthesis. I have
substituted Command for z)
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A
terrain rendered with a height dependent material will
look like this : notice how the terrain looks gradually
darker nearer the waterline, where it gets wetter ?
Looks
more natural, doesn't it ?
It's
not difficult to do , really. It uses just one material
which changes colour depending on height. |
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Open
a new Bryce file and create a terrain and a
cylinder.
Hold
down the Ctrl (Command)
button as you create the terrain and the cylinder so they
will be in a uniform grey , without a material attached to
them yet.
Shift
the cylinder a bit to the left.
Why
a cylinder ? Because it will show the new material we'll
create without too many shadows and angles cluttering it
up.
We
can delete the cylinder later and replace it by a nice
rock, when we're done.
Now
select the cylinder by clicking on it and open the
materials lab ( click on the M next to the cylinder).
Since
no material was selected the cylinder will be a uniform
grey. |
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Click
on channel A for diffuse ( outlined in bright green) :
Bryce selects a texture for the A channel at random.
Bryce
will randomly open a texture : in this example it selected
Vortex (could have been anything..).
A
material can be made up of up to 4 textures : A,B,C and
D.
Depending
on the channels that are used you can select properties,
like diffusion or ambient colour to be determined by the
textures or set directly with the sliders on the
left.
In
this case only diffuse colour is coming from the texture
Vortex.
The
other properties are set directly, like transparency,
which is set at 0 : this material is not
transparent. |
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We
need to select another texture , so click on the
texture's name or on the button in the top righthand
corner of the texture to open the texture lists.
Better
still : Shift and click on the texture's name or on
the button in the top righthand corner of the texture to
open the texture library.
That
will enable us to see what texture we're selecting.
Select
Rocks and choose greystone ( the colourless stone in the
righthand bottom ).
Close
the texture library with the check mark to enter your
choice. |
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Make
also sure the World Space mapping is set , otherwise click
the downward arrow in the bottom righthand corner of
texture A and choose World Space mapping.
This
makes the mapping of the texture independent of the
position of the object in the world. Instead the mapping
of the texture will depend on it's own position in the
world.
This
is important , since we want the colour of the material
with this texture to change to a darker hue near the
waterline, independent of the position of the
cylinder.
In
simpler terms , if we move the cylinder up or down, the
transition from a lighter to a darker hue will not move up
or down with it, but stay in place. |
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This
tutorial is based on two very informative Brycetalks led by
Susan Kitchens, which I felt deserved to be remade into a
proper tutorial. These used to be posted on Metacreations
Brycetalk site, which disappeared when Corel bought Bryce.
As
for Copyright
: you can download
or printout this tutorial for personal use because that's
what it's there for.
Copyright
© 2003 Walter Vandijck. All rights reserved.
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Next : into the Deep Texture
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