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- This is the first article of a pair describing the use of textures and brush
- maps. There is a lot of confusion on how to use both of these powerful
- features, and if you learn to use them properly you can create some
- astounding images. This first article is a general description of the use of
- texture.
-
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-
- TEXTURE
-
-
- No matter how good you are at creating objects, they are never detailed
- enough, especially in surface appearance. Textures allow you to quickly give
- your objects a complex, detailed surface without much work. A woodgrained
- picture frame has a lot more character than a flat brown one.
-
- Textures are just algorithms that Imagine uses to decide how to color a
- particular point on the surface of an object. Textures can also determine
- the transparency, reflection, and surface angle at each point. They can even
- be layered on top of each other for more complex effects.
-
- Each texture has its own particular inputs. Most of the time, you need to
- enter a color, transparency, and reflection value for whatever detail the
- texture is applying to your object. These are raw numbers- no sliders. I
- often use the color sliders in the attribute requester to chose the texture
- color or whatever, then write the numbers I want down. [Remember to reset
- the default color!]
-
- Note that for most textures, when I say "color" I mean surface color,
- reflection, and transparency. Most textures can set all three! Some
- textures, like disturb, will affect surface light reflection like altitude
- brush maps do. More on altitude maps in the next article.
-
- There are often a few extra parameters to set dealing with the way the
- texture is applied. This might be check spacing, wood grain thickness, or
- brick size. These are pretty straightforward, especially since the
- photocopied Imagine Manual addenda have OK descriptions of what each
- parameter does. One very important note: Any raw size measurement, like
- check size, (anything that measures a distance) is measured in STAGE EDITOR
- units. Huh? What I mean is that if your check size is 100, every 100 units
- in the STAGE editor you'll get a new check. This won't matter if you don't
- resize your objects in the stage editor, but if you design a checkerboard
- thats 80 units wide, and set check distance to 10, things might work out
- great. If, however, you scale the object in the STAGE editor to 160, you're
- going to get 16 checks across. -->Texture parameters do NOT scale with
- objects<--
-
- The only other parameter is the texture axis, which can be manually edited.
- The texture axis is pretty important. For most textures, you need a "base"
- location and orientation to give the details a reference. For example, the
- linear texture needs to know where the "fade" starts and what direction to
- fade in. What you do is just place the texture axis where you want the fade,
- and point the Z axis in the direction you want it to go. The wood texture at
- it's simplest is a bunch of concentric cylinders of coloring. Where should
- the center be, and which direction should the cylinder point? The texture
- axis will tell you. Some textures don't care about the axis, though, like
- Camo.
-
- An important point- if your texture axis is RIGHT on a face, you might get
- some funky effects, since for a texture like checks, the surface of the
- object is EXACTLY where the checks change. The algorithm does not know what
- color to return, so you get what Impulse calls a "digital bounce." This is
- most common when you're texture mapping a flat plane. Fix: move the texture
- axis just a tiny bit.
-
- A tip- wood looks best when the axis is nearly, though not quite, parallel
- to the longest object dimension. This gets you nice grain cross sections,
- and looks more realistic (who ever cut two-by-fours across the grain?)
-
- I could go into a discourse about each texture, but that'd take a lot of
- time. The trick is to play with them! Mike Halvorson loves to say "just play
- with the feature, you'll get it", which I find true, but very vague and
- annoying to users who are already confused. However, for people who are
- comfortable with Imagine, its the best way to extend your mastery and
- produce some truly delightful scenes.
-
- Many, if not all, textures only affect some parts of an object. The
- camouflage texture is an excellent example. You set the default color of the
- object from the attributes requester. The Camo texture then layers its spots
- ON TOP of this default. If there is no spot on a particular location, the
- default color will show through. This is true with most textures. Wood only
- adds the "grain" and lets the object's default color become the normal woody
- non-grain parts. Linear gradually fades from the default to another color.
- Checks adds color on its checks and lets the default attributes stay in the
- opposing checks.
-
- Why is this important? Well, this can be used to our great advantage. YOU
- CAN ADD UP TO FOUR TEXTURES SIMULTAINOUSLY. They are added in order from 1
- to 4. What can you do with this? Well, you can take a desk, and with Texture
- 1 add a wood texture. Then you can add a camo texture as #2, and the spots
- will cover up the wood, but you'll see GRAINED wood where there are no spots
- and NONGRAINED, solid color spots where there's a camo spot. This can be
- used up to four times.
-
- I have an island (I'm working on "Ocean Sunset") and I've given the
- Vista-created terrain three textures. First, a Radial texture which varies
- the base color from two subtle shades of sandy-brown. Second, my sandstone
- texture (I posted long ago) to simulate the sandy shores. [Maybe camo with
- TINY spots would work.. Hmmm] Then, a linear which fades the beach into a
- nice vegetation green color once you get past a certain distance from the
- beach. These give the island a nice, detailed character that I'd never be
- able to match by picking and coloring individual polygons.
-
- Louis Markoya's Surface Master has some example combinations of textures.
- He has pictures that show how the different texture parameters affect the
- final object appearance. I believe he showed all the textures except Camo.
- He also had a selection of parameters for the wood texture for different
- pieces of wood- it was VERY nice. The examples of combinations of textures
- (like dots on brick) were pretty cheesy, though.
-
- The most useful textures are probably wood and linear. Wood can do a lot of
- powerful effects, and linear is useful everywhere. The other textures are
- useful, too, of course, but I use linear and wood the most. There are a lot
- of impressive things you can do by abusing textures :-) Here's a fun one:
-
- o Create an object. A long logo works great. Color it and texture it
- any way you want.
-
- o Add a linear texture, set the Z transition width to about 20% of the
- object length. Put the texture axis way over to one end, oriented
- towards the center of the logo or whatever. Make the color of the
- texture be black, no reflection, and 255 255 255 filter. Yes, completely
- transparent. Make sure the linear texture is the last one if you
- already have some other textures on the object.
-
- o Render. You should have basically an invisible object, since the
- linear texture is completely transparent and covers the whole
- logo. Fix the axis if its pointed the wrong way.
-
- o Copy the object. Move the texture axis way to the other side, oriented
- the same way. Save it with a DIFFERENT filename. Test render. It should
- look just like your normal object without a funky linear texture.
- It should certainly NOT be transparent.
-
- o The fun part. In the action editor, morph object one into object two.
- The only change is the texture axis, so Imagine will interpolate
- its location from one end of the logo to the other for each frame.
- Make the animation at least 10 frames, preferably 20. You can render
- in scan- it'll work just fine.
-
- What happens is the linear transition band "flies" across the logo,
- fading the logo in as it moves from one side to the other. It's an
- impressive way to introduce an object into a scene! It is also pretty
- easy to do... 10 minutes tops.
-
-
- Textures are really powerful, and if you haven't played with them, START!
-
- -------------------------------------------------------------
-
- The companion article on brush maps will follow Real Soon Now.
-
-
- -Steve
-
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- Steve Worley spworley@athena.mit.edu
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-