DTE tutorial part 2 : Into the Deep Texture Editor                                                                 Feb 2000
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Open the Deep Texture Editor
Open the DTE by clicking the rosy button top left of the texture.
 
Opening the palettes for Noise, Filter and Phase This is the DTE : the texture Greystone is made up of 1 component ; the other 2 are not used.
The Combination window shows the result. 

Click the three pebbles at the bottom of the screen to open the palettes for Noise, Filter and Phase. 
You can leave these where they are or drag them to a different location. 

Notice 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 used. 

The first setting we will change is the noise. 
The blue ball ( marked 1 ) in the palettes indicates that the palettes are currently indicating the settings for component 1. 
The left top corner of the Noise palette is green, because component 1 is using a noise setting. 
For components without noise it remains gray.


Opening the Noise editor To properly edit the noise of this texture we need to open the noise Editor. 
Click 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. 

We 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.

The new texture now looks like this. The new noise pattern : Voronoi Distance 2

 
Setting the noise frequencies
Make Frequencies identical
Close the Noise Editor
Now 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.
If 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.

Leave the Noise Editor by clicking the checkmark.


If 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.

Octaves 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
The effect of a lower and higher octave setting
Look 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. 
By 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. 

For the texture of this tutorial we'll use a setting of 2 octaves. 
We will also leave the number of dimensions at 3 and the noise Mode at Standard. 


(Bryce 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... 
To get back to your Voronoi Distance 2 type, use Ctrl (Command) -Z : this will undo your latest change) 

 
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