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Working in the Deep Texture Editor


This section describes how to use the Deep Texture Editor to create and store textures.

Building Textures

A texture is a combination of components. You build textures by designing or editing components (i.e., colors, noise, phase or filters) and combining them using Blend modes.

To build a texture:

1 Display the Deep Texture Editor.

2 Click the Component Selector to choose the number of components you want to use to build the texture.

The component windows become active.

3 In the first component window, click one of the Output buttons to choose an output type.

4 If your component contains color, click one of the color circles and choose a color to apply to the texture.

You can choose up to three colors for each component.

5 Click the triangle icon below the color circles and choose a Color Blending mode for your colors.

6 Click the Noise button at the bottom of the editor. The Noise palette appears.

7 Adjust the noise in the component by:

8 Click the bottom-right button on the Component window. The Phase palette appears.

9 Adjust the phase in the component by:

10 Click the Filtering button at the bottom of the editor. The Filtering palette appears.

11 Choose a filter to apply the component noise and adjust that filter's variables.

12 Repeat steps 3-11 for each component in the texture.

As you edit the noise, phase, or filter of the remaining components, make sure you move the component indicator at the top of each palette to be sure you're editing the right component's attributes.

13 Click the text above Component 1 and choose a Blend mode from the menu.

14 If you have more than two components, click the text above Component 3 and choose a second blend mode.

The result of blending all the components appears in the Combination window.

15 Click the color circles in the Combination component window, and choose colors for the final texture.

You can also choose a Blending mode.

16 If you want to change the noise of combined component, display the Noise palette.

If it's already displayed, make sure the component indicator is on the fourth component.

17 If you want to change the phase of combined component, display the Phase palette.

If it's already displayed, make sure the component indicator is on the fourth component.

18 If you want to change the filter of combined component, display the Filtering palette.

If it's already displayed, make sure the component indicator is on the fourth component.

19 Click the OK icon at the bottom of the editor. The texture appears in one of the component windows in the Materials Lab.

Using Drag and Drop in the Editor

The Deep Texture Editor lets you drag and drop component elements between component windows. This a quick way of copying elements between components.

For example, if you were setting up a red, green and blue separation of the colors in your texture, you could drag the same elements to all three component windows and change the Color Blending mode.

To drag and drop between windows:

The elements you drop into a window replace the existing elements.

Changing Component Preview

Each component window has a preview of the component's elements. You can choose to display the elements mapped onto a flat surface, a cube or a sphere.

Displaying the component on a cube makes it easier to see 3D noise and phase changes.

To choose a preview mode:

Randomizing Textures

A quick way of designing a texture without going into designing noise or filters is to create random components.

The randomize buttons in the component windows let you randomize the elements in the component window. The type of output you choose for the component determines what part of the component is randomized.

This is an excellent way of exploring the editor. Just randomize the components elements and combine them to see what happens.

To randomize component elements:

Undoing Changes

The Reset control lets you undo all the changes you've applied to a component and returns to the component displayed when you first entered the editor.

To reset a component:

Saving Textures

You can save your texture as part of texture list so you can access it quickly from the Materials Lab.

To save a texture:

1 In the Combination component window, click the knob in the top-right corner of the component window.

The Save Texture dialog appears.

2 Enter a name for the new texture and click the OK icon.

The new texture appears at the bottom of the texture list. The list can be accessed from the Materials Lab.



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