tutorial part 2 : Into the Deep Texture
Next : Adding colour to the
the DTE by clicking the rosy button top left of the
is the DTE : the texture Greystone is made up of 1
component ; the other 2 are not used.
Combination window shows the result.
the three pebbles at the bottom of the screen to open the
palettes for Noise, Filter and Phase.
can leave these where they are or drag them to a different
that on component 1 only the C button and the B button are
light.The A button is dark : this means that only the
Colour and Bump information from component 1 are
first setting we will change is the noise.
blue ball ( marked 1 ) in the palettes indicates that the
palettes are currently indicating the settings for
left top corner of the Noise palette is green, because
component 1 is using a noise setting.
components without noise it remains gray.
properly edit the noise of this texture we need to open the
on the topleft corner of the Noise palette. Put your arrow
on the new Noise Editor window and drag it up a bit, so you
can see the combination window better.
want a noise pattern with a more evenly distributed look,
so Click on the name Stucco Noise to open the list of
Noises, scroll down and click on Voronoi Distance 2.
new texture now looks like this.
Next : Adding colour to the
we want the pattern less finely detailed than it is now,
so position the mouse cursor over or next to the frequency
symbol and drag to the left till the frequencies read near
150. You can change individual frequencies by
dragging left or right over their values.
you want to set all frequencies to the same value,
position the mouse over the value (X,Y or Z) you want them
all to be and Alt (Opt)-click
: they will all be set to the same value.
the Noise Editor by clicking the checkmark.
you want a preview of this texture, click on the middle
of the little window labeled COMBINATION . The whole
screen will be filled with a render of the new texture.
Click again or press Esc to return to the DTE.
is set at 2 : what does this setting do ? It defines the
complexity of your texture : 0 octaves is like a simple
noise pattern of black,white,black and so on, more
octaves means patterns within patterns : the noise
becomes more complex
at the texture we just made with : 0 , 2 and
4 octaves (left to right) : the one on the left looks
more like the noise you see on your TV set when the cable
is disconnected, while the one on the right looks a lot
more like a real rock.
dragging the mouse arrow over the octaves setting it can
be changed from 0 to 8. Higher octave settings
unfortunately mean longer rendering times too. For
textures that aren't viewed close up lower octave
settings will do just fine.
the texture of this tutorial we'll use a setting of 2
will also leave the number of dimensions at 3 and the
noise Mode at Standard.
4 has a small programming error : the small preview
window in the Noise editor shows the negative image of
the real noise. To see it , try this : select Spots as
your Noise type. Component 1 is mostly grey with a few
light spots, while the preview shows mostly white with a
few dark spots. It's a minor bug : most of the time
you'll hardly notice anyway...
get back to your Voronoi Distance 2 type, use Ctrl (Command)
-Z : this will undo your