| To
find out what makes Basic Altitude work , we'll open it in
the DTE for a closer look.
Open the DTE for texture B (rosy button top left) and click the pebbles for phase and noise, if the palettes aren't there. (If you left the DTE previously with Noise and Phase pallet on, they'll still be there when you open it again). This texture has a noise and a phase setting of Nothing ( the top left corners of both Noise and Phase palette are grey). Open
the Filter Dialog (if it isn't there) for the first
component by clicking the pebble in the bottom of the DTE or
the blue circle in the top righthand corner of the
component.
The
mode indicates that the noise pattern will depend on height
( Altitude ).
If
you look more closely at this component , you'll see that C
(Colour) and B (bump) are turned on and A (Alpha) is off.
|
| Clicking
on the formula in the filter dialog opens a choice of
several modes.
Some of these ( Quantize, Sawwave,..) will directly influence the noise pattern (for instance make the darker parts smoother and the lighter parts noisier,..). The others (like Xb + (a*Altitude), X(a*Orientation + b) will influence the pattern according to altitude or orientation or slope. These come in handy if you want the pattern to differ on a steep slope versus a horizontal surface.Or if you want to colour one side of trees green with moss. Choose
the Altitude dependent mode and make a note of the settings
for a and b.
How
can a noise filter work when there is no noise ( = a noise
setting of 'Nothing') ?
|
| Now we'll recreate this component in texture A ,so close texture B with the cancel mark ('X') and open the DTE for texture A. | ||
| Click
on the darkened 2 in the top left corner of the DTE : this
will create a second component.
Click
on C , A and B of the second component till only A
(alpha) is highlighted, because that's the one we are
going to use.
Click
the rosy button top left of the second component to switch
the noise palette to the second component.
|
||
| Click
on the top left corner of the Noise palette to open the
Noise Dialog and click on the setting for Type.
Select Nothing from the list and leave the Noise Dialog with the check mark to enter your settings. If you happen to get a component 2 with a phase ( the top left corner of the Phase palette is green) , open the phase dialog by clicking on the top left corner of the Phase palette and set the type to Nothing too. Now we have a plain second component without a noise pattern and without phase. |
| We
now need to set the Noise filter to Altitude mode and
adjust the parameters a and b.
Open the Filter Dialog (if it isn't there) for component 2 by clicking the pebble in the bottom of the DTE or the blue circle in the top righthand corner of component 2. Click on the formula and select X(a*Altitude+b). Drag
on the graph itself ( left - right to adjust a , up - down
to adjust b ).
If
factor a is higher, the noise pattern will change more
quickly from black to white,
|
![]() |
To
save this texture to the texture Library we click the UPPER
button on the right of the combination window.
The bottom one would randomize our texture, ruining all our efforts. Ctrl(Command)-Z would save us unless we accidentally clicked the randomize button twice. Put it somewhere in Rocks and name it.You could even delete the first one you made and save this one in its place. (go to page 3 for a detailed explanation on saving textures) Make a habit of saving your textures regularly while working on them. You can always delete the unwanted ones from the Texture library later, but it bites to lose hours of work because you click the wrong button or your PC crashes. |
| Leave
the DTE with the check mark to enter our changes : the
middle windows (alpha) of each texture look identical now.
At the moment , we are using texture A for color and bump and texture B for alpha. Click
channel A for Diffusion : the alpha information from
texture A is now driving the diffusion.
Your
preview looks dark all over again, doesn't it ?
|