This tutorial starts with 14 categories of textures, starting from plain,noiseless procedural textures,
ending with complex three component and four texture surfaces.
If you do not wish to read the whole of this section, you may go to the categories section.
I have divided the areas up in what to me is a logical sequence and grouping of the textures.
Category 1 - Basic
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Category 2 - Value and Bump![]() In this series, the Bump Mapping or Normale (as it is called in Bryce) is examined. Effects are illustrated in which Value is combined with Normale with various surface attributes of transparency and reflectivity. To implement Value and Normale, simple sine and square noise is introduced, as these parameters are needed to show these effects. |
Category 3 - Mapping![]() This area concentrates on the surface mapping. For this I have used a simple sine two component texture at contrasting angles, which demonstrate these parameters clearly. |
Category 4 - Effects A small series of effects which provide interesting variations of the object's surface. Fuzziness being one of the main effects, allowing the object to appear to have a fuzzy halo. |
Category 5 - Colourmapping
Every component has a maximum of three colours. These colours are chosen from a colour palette, using the "eyedropper" tool, or alternatively, slider bars from which colours can be numberically altered, either using RGB (additive) or CMY (subtractive) values. More about the colours interact with each other will be discussed in the other sections. |
Category 6 - 1D texture
In the 1D textures, the way that colours and values with each other can be seen. The colour/value is determined by the noise chosen. Later it will be seen how the filters can alter the relationship between the colours. |
Category 7 - 2D texture The Two Dimensional Texture group explores the effect of noises on the surface in two dimensions, x and y. Perhaps this noise is more akin to the famous "Blackpool Rock" candy in which the texture penetrates the surface in another dimension, so that the word or pattern appears as layers or stripes if the surface is cut through in the opposing plane to the surface pattern. Note that I have left out 3D textures as they are similar in effect to 2d, but with one more dimension, z, so the noise will penetrate in 3D from all directions. |
Category 8 - Octaves
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Category 9 - Modes In these cases, one simple sine texture has been used at a one octave setting. The Mode settings have been applied in order, allowing the effects to be clearly seen. If one can imagine two wave forms at different frequencies combined, it has the effect of a moire pattern. Using mode in its various forms either cuts out or adds the overlaps together. This treatment is very similar to the additive and subtractive filters used in Photoshop. |
Category 10 - Phase
By now it will have most surely become apparent how infinitely complex this deep texture area is, with controls which can vary the texture by not only using noise - 1D, 2D, 3D with rotation and at varying frequencies, but also noise types, influencing it with Octaves and Modes, and finally, disturbing it with Phase noise applied at varying amplitudes, the noise in Phase being as varied as the Texture noise! The only limit on to applying these effects is the amount of time the user is prepared to allow for the render! |
Category 11 - Filter
The way in which these colours are represented can be varied using the filters. The filter waves can be envisaged as representing as 3 levels of colour. Therefore, if the filter waveform is inverted, the 3 colours will be inverted also. If the filter is sine, the waveform being smooth, there will be a smooth transitions from colour to colour. It is possible to change the amplitude and wavelength by either keying in numbers, or dragging on the waveform. Filters affect the value in the same way as the colours, the value being a tonal representation of the value. Certain filters will posterise and clip the values and colours, making a more contrasty appearance. The Altitude, Orientation and Slope filters will cause certain colours to appear in parts of the object only. Filters are most importantly used in bump mapping, as can be seen in the series of swatches in this category, which deals with the value, or bump attribute of the texture. Bump mapping can also be applied along with colour, but is easy to see with a simple diffuse colour in these samples. Many of these filters are analagous to the filters in Photoshop, such as the Quantize filter being equivalent to the "Posterize" filter, which causes flattening of colours, with no gradation between each colour. |
Category 12 - Two Component Textures
The composites peculiar to Bryce are those which involve a three dimensional surface, such as Blend Orientation, Blend Slope, and Blend Altitude. In the examples shown, are two simple components, the textures being at right angles to each other so the difference can clearly be seen. The second component has a different colour swatch from that of the first, so that the component combinations can clearly be seen. Finally, there are a some examples of value and normale for output only shown in the second component, and the resulting effect. |
Category 13 - Three Component Textures This series displays three component textures. In the examples shown, the first component compositing mode is not changed, so as to make clear the effect of the third component being added. It is to be remembered that any cobination of compositing modes can be invoked, adding a third, powerful dimension to the designing of surface textures in the deep texture editor. |
Category 14 - Combining Textures
It is possible to create optical effects which act on each texture separately. |