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This tutorial is for anyone who's not used an image texture before. It details the basic steps of applying the texture, creating bump and scaling. The secret to texturing is to use a good, high resolution image and apply bump sensibly, (and of course, if you want the texture to repeat, the image used must tile seamlessly). |
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Ok, first things first. Create a cube. To access the Materials Lab, click on the "M" tab of the selected cube. |
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The Materials Lab is the jewel in Bryce's crown. It's a very powerful and versatile tool. Bryce's preset materials are useful, but mastering the Materials Lab is a must, and will allow you to create exactly what you want.
Ok, this is what it looks like. It looks pretty complex at first, but don't worry, it's all pretty straight forward. Basically, the attributes of the material can be "driven" by up to 4 textures - in channels A,B,C, and D. We'll just be using the one channel for this.
The material starts as Bryce's default grey. We are going to introduce a texture to drive the Diffuse, (what shows in the light) Ambient,(what shows in the shadow) and Bump.
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To do this, click on the empty slots in channel A, next to Diffuse, Ambient, (point "A") and Bump (point "B"). You can leave the values for Diffuse and ambient as they are, but turn the bump up to around 40, (by pulling the slider out, or by entering the value directly into the numeric box.
Bryce will select a random procedural texture for channel A. In this case, Bryce has chosen "Basic Sin", and it has appeared on the left. You can see in the preview window that this texture is now driving the material.
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But we don't want a procedural texture, do we? Click the button marked "P" (at point "A"). This tells Bryce that we want a picture based texture. The default Leonardo image appears. To select our own image, click on the pink button (point "B"). This will take us to the Pictures dialogue. |
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Click on one of the empty grey squares. This brings up a file browser. Navigate to your image and load it in. Your texture appears in the first window. Now we need to create an alpha channel. The alpha channel can be used to drive all the material attributes other than Diffuse and Ambient. Most often it's used to drive Bump or Transparency. Click on "copy" at point "A" and "paste at point "B"... |
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...This creates a greyscale version of your image in the second window. This is our Alpha map. Ok, click the tick/check mark to return to the Materials Lab |
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Now, if all is well, the Materials Lab should look like this, (only with your texture of course!) |
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