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BryceTalk Interactive Tutorial with DTE
June 17, 1999
Part 3 of 6
1 2 3 4 5 6

 

BryceTalk DTE Interactive Tutorial II
June 17, 1999, part 3

AuntiAlias: so...

ccasady: This is is going so well. I'm examining all the filters now... With no noise!

(sorry)

AuntiAlias: Anyone here NOT have component 2's Filter set to Altitude?

Jammer: nein

AuntiAlias: Charles, you said that you had opposite thing happening with combination, right?

ChaMelEon: silence=no noise

Morpheus: not i said the german speaker who got everyone else onto a german speaking kick

Charleso: yes

AuntiAlias: click (this is for charles only, folks!) the lavender indicator into fourth position....

and then select Filter None

that oughto get things going okay for you

Charleso: hmmm no change.. It was already set to none

AuntiAlias: jammer, how you doing? you there yet?

Jammer: yes, indeed...

AuntiAlias: component 2 and combination?

Jammer: yes

I do believe so

AuntiAlias: k.. that was a question for charles re: component 2 and combiantion....

Charleso: uhm hmm

AuntiAlias: we'll have to keep going and see where the rubber meets road on that one

in the meantime, Charles, pay attention to component 2 only

Charleso: k

AuntiAlias: which should be white at the top and black at the bottom

now...

Charleso: it is

AuntiAlias: recall from earlier when I said somethign about wanting to shove the noise this way and that?

I'll still use the word noise even tho there's no noise here...

no noise is good noise? ; )

Morpheus: hahahaha hahahaha er ummmmm no

Clay: aaaaa NOISE!

Jammer: and yet, no noise

AuntiAlias: you can drag inside the filter graph in order to change th filter settings

or

you can drag in the number areas for a nd b

a and b

so....

to increase the contrast of this noise, drag to the right... or drag the a to the right to increase the number

I just dragged a whole bunch to the right

now the a reads out 8-soemthing

Heather: ?

AuntiAlias: dragging left and right increases or decreases contrast, mostly

yes, Heather?

Yojimbo: ?

Heather: when I drag to right on a the whole filter box moves

ccasady: Which preview mode do you like best for adjusting Altitude? Flat, Cube or Sphere preview?

AuntiAlias: oh... drag the number not the letter

Jammer: flat

AuntiAlias: Flat!

ccasady: k

AuntiAlias: Yojimbo?

Yojimbo: Is this supposed to look white?

Heather: ok

Yojimbo: I dragged b to the right

AuntiAlias: it's supposed to look whiter, yes

uh oh

b to the right isn't so good

Yojimbo: ahh

AuntiAlias: drag either: the graph itself, in the graph area to the right...

Yojimbo: never mind got

it

AuntiAlias: or A

er

a

Yojimbo: thanks

AuntiAlias: not to be confused with A = alpha output! ::::rolling eyes::::: so many things to keep straight!

now think of this for a moment

back in the materials lab, you had an altitude map that determined lightness and darkness based on altitude

the more white, the lighter it is...

and recall from last week how we needed to do SOMETHING to "push down" the white part of the altitude so that we could see the dry part of the rock

dragging to the right, or increasing contrast in the altitude filter, is one way to get more white/dry/light part here

AuntiAlias: now i got it so that, oh, maybe the bottom quarter of the gradient has gray or black to it

You can also drag up or down on the filter graph....

this is the same as adjusting the setting for b

and this affects where the altitude change begins

does it begin low or high?

drag up a bit on the graph and see what happens

Clay: cool!

AuntiAlias: also try dragging down, just so you see what's going on there

Jammer: excellent

Morpheus: ah-ha-ha-l-righty then

AuntiAlias: okay.... I've taken some wild guesses here and done some fine tuning....

gdmsynth: ?

Yojimbo: ?

AuntiAlias: It seems that dragging down is better, since it gets us more light area at most altitudes except for the lowest ones

gdmsynth? your question?

gdmsynth: Does the left side of the graph represent the black area and the clipped wave the white?

AuntiAlias: no

Morpheus: that was concise

AuntiAlias: may I defer that whole question for a little bit?

gdmsynth: k...yeah fine.

AuntiAlias: Yojimbo, your question?

Morpheus: i believe that would be wise

Yojimbo: now I'm really confused, are we still editing the rock texture in the DTE?

or the Blue Altitude Gradient

Morpheus: indeed yoj....yoj tee-hee

ccasady: darn good question!

Morpheus: we are editing the rock to make it more like the blue...... i think

AuntiAlias: we're editing the rock texture

Yojimbo: ah so

AuntiAlias: hey, Morph, you wanna teach this? You got the floor!

Yojimbo: much better

ccasady: I know why he's confused! Because were combining the wto now, into one!

Morpheus: or make something work like the blue or oh aunti now i'm confused too

shuting up now aunti

AuntiAlias: oh, okay, you want me to answer, then? I shall! ; )

pssssh!! ; )

Jammer: please

AuntiAlias: here's what's going on...

we looked at what was going on in the Basic Altitude texture, because one of the good Rules of Good DTEspersonship is this:

Look at a texture that is doing what you want and see how it works

basic altitude is simlly that: a texture that works based on altitude...

soemthign different happens at low altitudes than at high...

so

we looked, we examined, we analyzed

AND WE STOLE! :D

Clay: LOL!

AuntiAlias: but where did we steal that to?

Jammer: dissect it baby

Yojimbo: :)

AuntiAlias: we placed it in the second component of our rocky texture

Morpheus: good artist's barrow great artist's steal

AuntiAlias: as it happens, what was in that 2nd component wasn't so far off the mark, there was no noise (just like the first)

ChaMelEon: (C+B)+A can you have onle one in each channel?

AuntiAlias: and the settings for Altitude are very similar to Orientation, so it was just a matter of swicthing the filter

ChaMeleon, we'll deal with that question later, if you don't mind! ; )

actually, you can have 4 texture sources, each with three noise components

so you could have a total of 12 different noises in operation in one material

and...

if you were to do some other stuff like "blend random" (which we wont' cover), you'd be using additional noises in between!

so... actually I answered your question partly here...

ChaMelEon: thx

AuntiAlias: but when it comes to specific uses for materials lab, let's wait until we are IN the materials lab

in da meantime, we got an altitude adjustment problem to finish solving here! : D

so...

back to the filter...

I think i was gonna tell you what my settings were,.....

not so that you have to always get yours to match mine in some magic formula..

but so that, for now, we can have predictable results

I tweaked things so that there was a little bit of solid black at the bottom -- at the lowest altitude

(that was a b adjustment)

Clay: almost 0?

AuntiAlias: then adjusted a accordingly so that there's still a pretty fast bend from black to white

here are my numbers (give or take)

a = 10.25

AuntiAlias: (I'd say that anthing between 10 - 10.5 is prolly fine)

and b is -0.47

so it's just a little lower than 0, near negative .5

Clay: that's what I got:-)

AuntiAlias: small black band at bottom, quick bend from black to white, and over 75% white

AuntiAlias: that is, the appearance in the component 2 window

Yojimbo: §

Clay: §

JeffP: .

Jammer: yes

boru: §

desdanova:


 

 

Hoffr: $

Charleso: y

Jammer: how 'bout c?

Heather: ?

LadyDove: yes

Betty: §

Morpheus: what is the c mine's like 90% white

AuntiAlias: c righ tnow is meaningless (this is one place where lookign at the formula helps out. there's no letter c in it. so c isn't used here)

Jammer: k

AuntiAlias: c doesn't matter....

Morpheus: oh no wait are we counting the grey as part of the white

AuntiAlias: heather?

Heather: what is "quick bend"?

Morpheus: alrighty color me paying attention

Heather: you said quick bend from black to white

AuntiAlias: oh, airbrush term.. it's the gradation... the "bend" from white to black is pretty quick

Jammer: blend

Heather: k

Jammer: or something

AuntiAlias: in other words.. is it gradual (it started that way when we began) or abrupt?

Heather: I understand

AuntiAlias: and how gradual or abrupt is something determined by a! : )

So.... let's go back and bring component 1 to life again...

remember, this was C and B for color and bump

so go ahead and click C and B

Clay: §

Heather: y

Morpheus: § from here to §

Jammer: };Þ

boru: æ

JeffP: .

AuntiAlias: now combination color is rocky, and component 2 has the gray bend to it. with A and the output method

poserbryce: aunti, hi!

Morpheus: or more concisely put *HONK*

poserbryce: hi calyxa!

Clay: shhhhhh

AuntiAlias: greets, poserbryce... we're in the middle of a tutuoria. I have the floor...

unless you got a question, then you can type ?

poserbryce: chris casady, i've head of you. i saw some of your images, you work at meta, right?

tutorial, for what?

AuntiAlias: poserbryce, please please please be quiet!

ccasady: uh, kinds. but....

Morpheus: poser shushish not that i'm a great example but still

ccasady: we're all keeping quit right now as Susan gives her lesson

poserbryce: (sorry)

AuntiAlias: you're in a room with close to 30 people and theyu're all quietly paying attention to what I"m directing them to do

so... you're welcome to lurk! : )

but remember this...

each and every interruption will be commemorated in the log...

and I KNOW this is a log that's gonna be referred to by more than a few people! ; )

how's THAT for peer pressure? ;)

okay

so.. we got color and bump with rock noise in component 1

and our altitude in component 2

Let's leave here and see wht this looks like in our scene.

BUT FIRST!

Morpheus: me and poser are 14 your plan to teach us not to sucumb to peer presure has back fired hahahahahaha ha ha ha.....he

AuntiAlias: If there is anyone whose comments you don't want to see here, remember, folks, you can always put that person on "ignore"

so you don't have to see what the person is saying...

let's save this texture before we go

so...

LadyDove: thanks I will do that ..:)

AuntiAlias: remember from last week, to look carefully at the text readout for the two "metallic" looking buttons on the right of combination?

top one is texture library, bottom is randomize

you DON'T want to get them mixed up!

if you avhe brycetalk on top, you can't see text readout in the DTE...

so click the DTE background (just the gray part) and let your mouse hover over the top one...

it ssayd Texture Library

AuntiAlias: then click it, and save it in the user category

name it "brownstone 2"

Heather: ?

Charleso: ack dont try to save over brownstone

AuntiAlias: by the way, you cannot access brycetalk in the texture library.. that's why I gave you all those directions

heather?

Heather: I don't have a new texture there, still the same one from last week

ChaMelEon: Autie's Rock it is...

AuntiAlias: you jsut changed it.. added to it...

Heather: yes

AuntiAlias: here's the sorta weirdness about textures

the color part looks the same, but what you did in component 2 is different. so it's a different texture

aside from this routine: save new texture. delete old texture

there is no way to really overwrite or save a texture as you make incremental changes

so

I"m asking you to be excessive with your texture saving....

for safety's sake

Heather: ok

JeffP: ?

AuntiAlias: cause what happens if you just click ok and then somehow :lose" this texture in materials lab?

Jammer: Ctrl Z

AuntiAlias: once you reslect "brownstone" you'll get back old texture, wtihout any of the changes you made to it.

(in fact, I think that happened!)

so

Heather: So I delete the old one now?

AuntiAlias: I'm just going through excessively safe texture routines

AuntiAlias: if you want. Tho maybe not now, but later...

Heather: k

AuntiAlias: Jeff, did you avhe a question?

Charleso: Thats what happened t me... Its fixed now tho

Clay: ?

AuntiAlias: Clay?

JeffP: yes...should the combo window look different?

AuntiAlias: no

JeffP: ok

AuntiAlias: what you SEE is color and bump in combo window.

each component is doing different things

Charleso: ?

Clay: at this point, is the rock suppose to be darker at the bottom? (for newer people)

AuntiAlias: we'll be addressing this a bit more in a bit

Charleso?

Charleso: Remember that opposite thing I had goingon?

AuntiAlias: hang on a mo, Clay.. hang on... we'll get there

Clay: k

AuntiAlias: yes, Charleso.. what's it like now?

Charleso: In the MAt LAb the Brownstone 2 is lighter on the bottom... shouldnt it be darker?

AuntiAlias: Here's what I have at the moment for the combination mode.... a word that shows up on the dark gray arrow between component 1 and component 2: Average

hmmm. shouldn't be that way, charleso

what is the combination mode you got going

and... are you using the scene I gave you?

or one you created on your own?

Charleso: Lin Int 2

Charleso: its the one I used from the log

AuntiAlias: you are looking at the pop-up menu for color output.. that's what Lin Int 2 says....

Charleso: yes

AuntiAlias: what I want you to look at, instead, is this:

AuntiAlias: What is combination mode between component 1 and component 2?

it's a word (ro coupla words) to the above left

Charleso: oh its average

AuntiAlias: okay...

yeah, I htink everyone's should say average

Clay: §

Jammer: Ô

boru: §

JeffP: .

Morpheus: § and § although i think your ignoreing me

ccasady: It does, but I didn't set it. Did it default to Average?

AuntiAlias: that was how Greystone began, Chris

ccasady: ah

Heather: y, if I turn #2 lite on again

AuntiAlias: actually, Morpheus, I'm not ignoring you, I just told anyone else that they could if they chose to..... I'm puzzled why, Charleso, you're getting an opposite effect in Noise component 2 final output...

AuntiAlias: quick check: component 2's noise is nothing... filter is altitude (this is for component 2) with a set to nearly 10.25 or so, and b set to something a little below 0, say, -.5

Charleso: me too... I don't want to hold things up.. Ill track aand fix later

Morpheus: the comment came right after i said so...forget it trying to be good and shut up

Yojimbo: !

AuntiAlias: and A is the output method

Clay: ?

AuntiAlias: and...you have only 2 components going

so there is nothing in component 3

Charleso: yep

AuntiAlias: and if you look at the filter for the 4th place (for combination)

it should be set to none

if you got all those things, then I'll have to go over this with you at another time, Charleso

: (

 

>>>> Next up: Test Render, then more tweaking

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