How would I use Bryce to make an exported seamless texture?

I'd like to use Bryce DTE as texture generator for other applications, however there is no "direct" export option from Material Lab.

Which means I would have to make a camera "Top View" (for example), perhaps disable most of the lighting/atmosphere, and then make a render.

However... what should be scale of both material and camera to crop your render into the "seamless texture pattern element"?

I wonder if anyone was trying to do the same.

Comments

  • mermaid010mermaid010 Posts: 6,037

    Interesting question, hopefully someone has the answer.

  • Thank you. It surely works that way (seamless) internally in Bryce, but I wonder if there is a way to line up the framing perfectly so render will give us such usable outside :)

  • mermaid010mermaid010 Posts: 6,037

    I don't use any other 3D software but will be interested to know if Bryce textures can be used seamlessly in another software.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,014
    edited September 3

    as a Carrara user I don't know how you can do it in Bryce but I can explain how I would do it and Bryce might have an equivalent function 

    UV mapping, make it repeat and set the render boundaries to the edge of where it repeats

    then texture your object procedurally or whatever so it is seamless and render out that tile

    you can tidy it up in Gimp using layers offset 2x2 horizontal and vertical and tidy any lines down the centre with the healing brush

    edited to add, basically one needs to know how to UV map a basic geometry grid, 9 squares 3x3 if not in Bryce then some other software, so the texture repeats when applied to it and render the middle square

    Post edited by WendyLuvsCatz on
  • HoroHoro Posts: 11,332

    I do not know how materials and textures can be tiled directly in Bryce. You could export the material or texture as a picture (e.g. put it on a 2D face, copy it several times and in a graphic application you can mirror them left/right and up/down, the assemble the parts to one.

    Terrains can be tiled when the Random options (Extent, Position, Character) are disabled. To tile 4 terrains to a single, create a terrain, assume that terrain 2 is to the right of the first, terrain 3 below the second and terrain 4 left of the third. Click on Fractal to create terrain 1, enable Tile East and click on Fractal to create terrain 2, select Tile South and click on Fractal to create terrain 3 and finally select Tile West and click again on Fractal. Then arrange the four terrains. Better would be to position each created terrain in the GUI before entering the TE and click on Fractal. Note that there is a gap of 0.16 BU to the north and east of each tile that must be adjusted. NOTE: keep the default terrain size, move the following terrain (e.g. east) [Shift] move right 8 times, then [Alt] move left 2 times, then the terrains fit exactly. When all are created, Group them and resize as needed.

    I hope it helps, but probably not ...

  • S RayS Ray Posts: 404

    So, I did a little experiment & was able to make a simplistic Bryce texture into a seamless tillable map.

    I created a terrain, and used the terrain editor to make the terrain flat (Black Terrain Canvas). Used top view, zoomed in, but fit the terrain so all is visible. Use procedural texture (Gilded Cage 2) from the material library. Used (Simple Black Background) from sky library. Disable sun/moon shadows in Sky Lab. In the Material Lab Applied (Object Top) mapping. Used Edit Texture & Uniformed Scaled to 30.50, (scaling was pure eyeballing & guess work)   added material dots to all channels I want material maps for. Exported terrain, set map options to BMP resolution 2024. Then I tested the color map in Photoshop. If it tiles in a photo editor, it will tile correctly when UV-mapped. 
    I do not think complex textures can be made seamless because of the fractal technique they are designed from.
    I included the Photoshop images showing the seamless tile & the texture maps below

    Tile Examlpe1.jpg
    2378 x 2340 - 1M
    Tile Examlpe2.jpg
    2378 x 2340 - 1M
    01 ColorMap.jpg
    1024 x 1024 - 309K
    02 BumpMap.jpg
    1024 x 1024 - 174K
    03 TransparencyMap.jpg
    1024 x 1024 - 150K
  • S Ray, thank you for sharing your experiment!

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