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BryceTalk Material World
August 3, 1999
Part 1 of 4
1 2 3 4

 

BryceTalk (Tues) Materials World, August 3, 01999

renato!: World o' Materials!

Meta AuntiAlias: yeah... we're here to scratch the surface of 'em!

; )

tee hee hee!

Meta AuntiAlias: Looks like we'll be starting with a smaller group and it'll grow from there.. .: )

Welcome to Material World -- a discussion about anything and everything you want to know about Bryce's materials.

There's no real set agenda today.. we'll toss out some ideas at the beginning of what people want to know about, and discuss things from there...

Schbeurd: Holiday and hot weather. Everyone's outside ?

Meta AuntiAlias: So..... what do you want to know about Materials? (or.. what do you know about materials that you think is really wonderful and you want to tell the rest of us about?)

:::launches Bryce in preparation for discussion:::::

Meta AuntiAlias: So.. everyone here already knows everythign you want to know about Materials?

Vertigo: no but I am not sure where to begin

Meta AuntiAlias: Know everything you already needed to know about the Materials Lab?

Lise: Amaze us Susan. hehe

jamsie: hi lise

Meta AuntiAlias: Greets, Lise!

Lise: Hi Everyone!

Vertigo: hello

Betty: oh sure Susan <grin>

Meta AuntiAlias: so....

is it about the lighting stuff? Ambience? Specular? Diffusion?

renato!: hi lise

Meta AuntiAlias: about driving textures through different channels?

About transparency? reflection?

refract index?

jamsie: ive started using a digital camera for my materials getting some great results

Meta AuntiAlias: about that certain je ne sais quoi in Materials Lab?

Schbeurd: I have no specific question, but volume materials are difficult to master

Meta AuntiAlias: okay, keep 'em coming... camera for materials, volume materials...

uh huh <nodding> keep tossing out ideas.... : )

Tonebone: Hi all

Schbeurd: Hi Tonebone

Beartrap: AB materials...

Meta AuntiAlias: Welcome! We're tossing out ideas/thoughts about what we want to discuss about materials today

Schbeurd: Yeah, AB, ABC...

Meta AuntiAlias: material alphabet soup!

k!

Vertigo: I am having trouble with the deep texture editor

Tonebone: hehe, starts getting a bit complex, that ABC

Betty: anything and everything to fill in the holes

Meta AuntiAlias: er.. which holes, Betty?

holes in your understanding?

Tonebone: the ones you put the marbles in?

Betty: right, Susan

Meta AuntiAlias: holes in the fabric of the universe?

Betty: well that too : )

Schbeurd: Hi elf

3d~?~elf: hi alll

Tonebone: Hi elf

Mellifluous: elf

Meta AuntiAlias: greets!

Meta AuntiAlias: we're tossing out ideas for what to discuss today...

Betty: I tend to learn as I go (read the manual the same way), and that tends to leave holes behind.

3d~?~elf: beer making?

Meta AuntiAlias: so far: camera for materials, volume materials, AB, ABC, trouble with the deep texture editor

Betty: lol 3d

dawn: so, you've been having a wonderful time w/out me?

3d~?~elf: hehe

Tonebone: and mapping modes please!

Meta AuntiAlias: and an ever more wonderful time with you!

Tonebone: ?

Mellifluous: how bout light maps and there effect on materials!

3d~?~elf: isn't this BT=beertalk?

Meta AuntiAlias: Well, those topics alone will probably occupy us for a little while... so toss out any last ideas for what to discuss and we'll get underway!

Tonebone: Hi Janak

Mellifluous: hey J

Meta AuntiAlias: by light maps, you mean light gels? and how to play with them in the Materials editor?

Journeyman: hi guys

Mellifluous: yea

3d~?~elf: that might be cool, haven't really dunany

Mellifluous: i have a scene and tha lights mademy materials look like gold

for no good reason

Meta AuntiAlias: k... : )

how about we begin, then?

A little basic review:

Tonebone: ?

dawn: on your mark..

Mellifluous: ready

Meta AuntiAlias: oh.. Tonebone... go for it

ask away! :D

Tonebone: Just a fun one to start things rolling

has anyone ever used the reflection map mode?

I know I haven't

Andy21: what is that?

Meta AuntiAlias: mapping modes-- how your material is applied to your object....

I think I will start with a little basic review... just to provide context

Andy21: ah.. I see, thx

Meta AuntiAlias: materials are the obejct surfaces. When making adjustments to materials, you're determining how your object will look

3d~?~elf: in bryce, or as dialogue?

Meta AuntiAlias: actually, is not strictly object surface. You can also have object volume, too


 

 

Meta AuntiAlias: surface, on the whole, is faster. : )

There are, at the heart, three basic parts to object: lighting, illumination, and a third category I call optics n bump (da special stuff)

Meta AuntiAlias: how does your object respond to light? that's lighting.. diffusion, ambience, specularity is that...

it lives in materials lab in middle section. Labeled on the right with "value"

diffusion = matte appearance, responds to direct light and shadow.

Meta AuntiAlias: ambience = amount of self-illumination. What is seen in shadow? If ambience is high, object "glows"

Specularity also tells you something about object's surface: does it shine? are there hot spots?

when you have specularity, you get another surface characteristic: wet, smooth, shiny.

Meta AuntiAlias: Specular Highlight (is that what it's called?).. is how big or small that specular highlight hot spot is..

so.. lighting/illumination. One of the three big categories.

second category is color. What color is your object?

color is divided up into smaller categories, to correspond to the lighting/illumination categories

diffuse color - what color when direct light falls on object?

SChandler: I apologize if I'm butting in, but here's a question: How does one "read" a materials square. It appears that the top left hand corner of the square tends to appear at the top of the object. But is there any more general principle at work here?

Meta AuntiAlias: ambient color - what is the overall color of object? and what does the object's color look like when object is in shadow?

Schandler, I'll add that to the list of things to discuss..

Specular color: what is color of that highlight spot?

and for volume, when you can be "inside" object, what does it look like inside?

so... illumination, color...

now, for the third major category, special optical conditions.

Does the object reflect light? Is it transparent? does it bend light?

bump is surface texture: is it smooth, or rough. Bump tells you what the object would "feel" like if you could touch it

Meta AuntiAlias: Metallicity: if the object reflects, does it also reflect a color/is there a color cast?

those are most of the categories on the biiiig grid in the mat lab.

there are sliders for amount, and color swatches for colors

Meta AuntiAlias: and then.. if you put one of those markers in one of those A B C D chinese checker marble holders...

(hmmm.. maybe we should agree on a more technical descriptive name for it?)

Tonebone: nah, I like marbles

Heather: marbles is perfect

Mellifluous: marbles worx for me

Meta AuntiAlias: then, if you put a marker in one of the A B C D columns, what you'll do is request that bryce uses a Texture Source to drive that particular material property

oh well, I'll go back from marker to marble, then! :D

I just won't talk about a marbly surface appearance! ===:o

Texture Sources drive the various properties...

Meta AuntiAlias: Texture Source isn't really identified as such on the interface... it's what you see on the right, in the A B C or D sections going down the right hand column of the materials lab

each texture source has three (potential) parts: color, alpha(value) and bump

Gigabyte: hi

Meta AuntiAlias: the color drives the color information. Alpha drives the value portions (or everything else but color...except for Bump. Bump drives bump

so.. you can pick n choose. Make the color of object come from source A. make something else come from source B etc.

now.. this brings us to one of the questions posed here earlier...

AB and ABC....

<brief pause while I make an object in Bryce to dink around with... i don't want to lie to you, so I gotta cehck my accuracy beforehand!>

CBXTX: :^)

Meta AuntiAlias: groovy. I ahve a sphere. I have typos.

; )

so, in Mat Lab, I clicked the control key while clicking in the B column

that automagically assigned an AB combination.

Meta AuntiAlias: Bryce randomly assigns 2 texture sources from its bevvy of texture sources...

What's going on in AB is this....

Meta AuntiAlias: There is a blend from one to the other... based on altitude

A is next to the ground, lowest. B is at top, highest

there's a smooth fade from one to the other

dawn: ?

Gigabyte: ?

Meta AuntiAlias: One more thing to say, then questions:

: )

so.. altitude range: what determines what highest and lowest altitude range is?

CBXTX: So, if you want snow on the top of a mountain, you put that in the A channel?

Meta AuntiAlias: the entire population of objects in your scene!

after having created that sphere, I went back and created another object and "grew" it higher, to increase the overall altitude of objects in the scene

Tonebone: ?

CBXTX: Sorry, top is B channel, right?

Meta AuntiAlias: the blend from A-B adjusted accordingly

Meta AuntiAlias: CBX, scroll up just a bit.... it's there :D

A is next to the ground, lowest. B is at top, highest

CBXTX: Tnx

Meta AuntiAlias: actually, I just grabbed the statement and pasted it back here again.

okay... questions:

dawn, go for it!

dawn?

dawn: Ok, when you use ABC: The alpha for C determines

Meta AuntiAlias: okay.. while dawn's typing...

Haven't gotten to ABC yet, dawn...

dawn: ok, i'll wait

3d~?~elf: ?

Meta AuntiAlias: Gigabyte?

Gigabyte: oh...you aren't answering abc ?

Meta AuntiAlias: no. Just AB

Gigabyte: ok...next

Meta AuntiAlias: Tonebone?

Tonebone: You mentioned that the thing that determines the range for AB is the entire population of objects in the scene. Is that true when the object mapping mode is set to object space?

Meta AuntiAlias: just tried it, and yes

Tonebone: great, thanks! easy!

Beartrap: ?

Meta AuntiAlias: seems that Bryce arbitrarily decrees thus: The altitude range for obejcts is entire range of objects in scene. Where that blend takes place is in "world space" even if you're mapping materials that would otherwise be applied in object space...

tho I gotta try a few more experiments with some obviously-looking-different-in Object Space than world space mappings to be sure. One never knows ; )

3d elf, go fir it (beartrap, you'll be after that)

3d~?~elf: what's the best way for blending between these two parameters? the smoothest blend? is it done(visually) on the fly?

Meta AuntiAlias: er. go FOR it ; )

Tonebone: you can move the coordinates for that space though

oops! soory!

Meta AuntiAlias: AB is a smooth blend. End of story.

It's like a one-trick pony

Tonebone: K thanks

3d~?~elf: so it's just klik, done...?

 

>>>> Next up: The Secret to C in A-B-C textures

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