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Subject: Question about making textures usable in other apps


Dead_Last ( ) posted Mon, 17 May 2004 at 11:05 PM ยท edited Mon, 10 November 2025 at 11:51 PM

I am working on some models right now and I'm going to probably use an edited procedural texturing from Bryce, and I've never done texturing in other apps. I am planning in putting the models in the FS or MP when they are finished, but I want for them to have the textures. The textures are Bryce material files, and I want to know how to make it so people with other apps can use the same procedural textures. I'm clueless about texturing, can anyone help me?


Zhann ( ) posted Mon, 17 May 2004 at 11:45 PM

Anything you texture in Bryce, using a Bryce mat preset, stays in Bryce, to the best of my knowledge, if not someone will correct me.... However, you can save the model as an obp(Bryce object preset) with the Bryce mat and export it as an obp, the textures stay intact, but only Brycers can use it, so...... I'd UVmap the model(must be obj format) texture the template in PS or PSP, and include the texture map with the model for the marketplace... For 3ds, hmmmm, I'm not quite sure how you'd go about it....

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kaom ( ) posted Tue, 18 May 2004 at 12:33 AM

You can export textures on a Terrain or Lattice object, and save it as a jpeg or bmp...


bikermouse ( ) posted Tue, 18 May 2004 at 12:40 AM

You might be able get a mtl file with associated texture files out of an exported obj file from a terrain but it may or may mot be acceptable as a texture for other apps. you also could try a straight on shot of a render, but again it might or might not be acceptable. DTE as far as I know; no way.


kaom ( ) posted Tue, 18 May 2004 at 1:07 AM

Do it on a flat large terrain.. like 1024x1024 or higher.. It should work fine.


kaom ( ) posted Tue, 18 May 2004 at 1:14 AM

This lets you export separate maps also..


AgentSmith ( ) posted Tue, 18 May 2004 at 1:20 AM

They cannot use the same PROCEDURAL materials. I'm not sure if ANY 3D package program makes their procedural materials to work in other programs(?) Yeah, you can put each texture on a flat 2D surface, place the camera right over it, render it, and export that picture out as a texture, BUT it will not look the same as it did as a Bryce DTE texture, rendered in Bryce. Getting it to look the same is impossible. If making the textures look the same in any/all programs is a certain goal, the only solution for that is to UVMap your mesh, and make 2D textures for it. Obj should be fine for just about every 3D program under the sun. AgentSmith

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kaom ( ) posted Tue, 18 May 2004 at 1:25 AM

file_109731.JPG

image


electroglyph ( ) posted Tue, 18 May 2004 at 9:39 AM

The majority of users in the marketplace are poser users. If you want to maximize availability of your products you need image textures not procedurals.


Dead_Last ( ) posted Tue, 18 May 2004 at 11:45 AM

Thank you all for the advice, I think I'm going to just UVmap the texture, but I've never done that before. Does anyone know how good the free download of UVmapper is for this? Also, can I use tiff format for the templates, because this would probably have higher quality than jpeg? I'll probably have more questions later, like how to make the textures seamless and how to get them from the texture template onto the models.


Zhann ( ) posted Tue, 18 May 2004 at 2:57 PM ยท edited Tue, 18 May 2004 at 2:58 PM

UVMapper Classic is very good, unless you have a very complicated model to map...it doesn't have somethings Pro does, but it's a good choice to start, I have both.... There are a bunch of uv mapp apps out there, I know others here use them instead of UVmapper...

Message edited on: 05/18/2004 14:58

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catlin_mc ( ) posted Tue, 18 May 2004 at 7:49 PM

What I do, if I find a texture from the DTE that I'd like to use in another program, is.........I create a cube and make the image size as large as possible, then render. From there I take the image into PhotoShop and copy paste the area of the texture I want, and hey presto I can use it in Max if I want. 8) HTH's Catlin


catlin_mc ( ) posted Tue, 18 May 2004 at 7:50 PM

I should also add that you've got to set up the lighting so that is is evenly dispersed all over the side of the cube that is being rendered. Catlin


bikermouse ( ) posted Tue, 18 May 2004 at 11:13 PM

You might also look at .png - I know I am (for a couple of weeks now) - I don't know that it works with obj files but it should. It offers fair compression LZ77/huffman (with no royalty issues providing the copressor/decompressor follows the "deflate"(lz77 compression scheme)* specification). but if disk space isn't a problem use bmp. UVmapping? SAMS3D has a tutorial on it at their site which should answer your questions... or most of them. - TJ *deflate compression scheme (c)1996 L. Peter Deutch


MuddyGrub ( ) posted Wed, 19 May 2004 at 2:41 AM

Cool tip kaom. I never knew you could do that.


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