Brycetech: Bryce on the Mat Part 5

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Looking through Bryce's open window

The source editor also provides other information.  For instance, you can choose the texture by name from the arrow to the right based on what type (texture or picture) that you have selected.
Those of you that are familiar with Bryce know that it is famous for all of its "Ctrl + this", "Alt + that" or "Stand on your head while chanting in Arabic while clicking that thing" shortcuts.  I personally don't use most of these shortcuts, however HERE is one place its invaluable to use a shortcut.  If you hold down the shift key and press the upper right button...
...you can have a visual pop-up window appear to help you choose what texture you use.

 


Mapping mode

By selecting the arrow to the lower right of the source editor, you can choose the mapping mode you desire for your material.
Each mapping mode will "wrap" your material differently around the object (s) you have selected.

In many instances, you will have to experiment with the mapping mode to perfect your material.  Remember this when you see some material abnormality in your image.

 

This material will be used in this portion of this tutorial.  Reflection was reduced in the default material.

Bryce4 mapping menu

Object Space:  When using this method of material mapping, the material will appear the same no matter what the object's position in the Bryce environment.

 

 

Notice that all nine spheres have exactly the same material applied to each one, i.e. they are all alike.

World Space:  When using this method of material mapping, the material will differ depending on what its position is in the Bryce environment.

It is a common animation error to see the material change as the object moves in the Bryce world, if you see this in your animations,  be sure to check if the material is set to World Space.  If it is, set it to something like Object Space.

Notice that all nine spheres do not have the same material mapping.  This is because of the different coordinates in the Bryce world.

Parametric:  In this mode, the texture is applied as if it were a decal.  If this method were used on a cube, one iteration of the texture would be place on each face.

 

 

Notice that though the 9 spheres look alike, they differ from the "object space" material mapping mode.

Parametric Scaled:  This mode works like the world space mode.  Textures mapped in this mode are not scaled with the object.

 

 

Notice that though the 9 spheres look alike, they differ from the "object space" material mapping mode.

World Top:  In this mode a 2d projection of the material is applied from directly above it. If you move the object, or rotate it the texture does not move with the object.

See the animation error comment above.

 

Notice that all nine spheres do not have the same material mapping.  This is because of the different coordinates in the Bryce world

Spherical:  In this mode, a 2d projection of the texture is mapped onto a virtual sphere that surrounds the object.   It is then applied onto the object.

 

 

This is an excellent mapping mode to reduce material map "stretching" when applying a picture to a sphere.

Cylindrical:  In this mode, the texture is mapped onto the front of the object.  It is wrapped around the right and left sides all the way to the back.  Edge pixels going to the center appear on the top and bottom of the object.
Reflection Map:  In this mode, a 2D projection of the texture is applied to a virtual sphere that surrounds the scene.  The texture is then reflected off of the sphere onto the object.

 

 

This mode in effect reverses and inverts the texture.

Random:  This mode randomly applies a 2D projection of the texture on the surface.

 

 

 

 

This is one of my favorite material mapping modes for bump.  It can remove a lot of bump mapping errors in your image! Especially the long "gashes" that appear in some of them.

Not Random Bump Mapping

Random Bump Mapping

Object Top:  This mode applies a 2D projection of the texture to the top of the object.  The texture will rotate and scale along with the object.

 

 

Notice that the material does not extend to the bottom of the object.

Object Front:  This mode applies a 2D projection of the material to the front of the object.  The texture will rotate and scale along with the object.

 

 

Notice that the material does not extend to the back of the object.

Object Side:   This mode applies a 2D projection of the material to the side of the object.   The texture will rotate and scale along with the object.  This mode is similar to object front, only applied to a side.
Ten of the mapping modes side by side.
  1. Object Space
  2. World Space
  3. Parametric
  4. Parametric Scaled
  5. World Top
  6. Spherical
  7. Cylindrical
  8. Reflection Map
  9. Random
  10. Object Top

 


Go to part 6 of the Material Lab tutorial.

Material Lab Interface  |   Paint by the Numbers  |  Test Me


Site Note:

This is not meant to be an all inclusive instruction on every possible way to have made the final image or produce the desired results.  Bryce offers zillions of wonderful ways to replicate, multireplicate, reposition, etc.  in its powerful interface. Experiment!


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