Additional maps for Bryce object imports
Last updated: 08.05.2002
In addition to applying texture maps to
imported models (such as Poser figures) in Bryce, you can also use 2D maps
to drive other channels in a material. Using a 2D map in the bump channel,
for example, allows you to add extra relief to your figure.
Unlike the texture map, which is colored, these maps are grayscale
maps, having only black, white and shades of gray. Black generally
represents the regions where the channel has least effect, so black
in a bump map means low, and in a reflection map means non-reflective.
White represents regions where the channel has the greatest effect;
white on a bump map indicates regions that are raised well above the
surface of the model, on a specularity map it represents wet or
smooth shiny regions, and so on.
Some of the most used additional maps include.
| Channel | Uses |
| Bump |
Add extra relief to your figure. You might use noise to
give fabric a 'rough' feel, or make a badge stand out, or
make skintight clothing (applied to a nude model) stand
out slightly from the skin. |
| Specularity |
Human bodies don't reflect light uniformly. Skin or clothing
don't tend to show specular highlights, but the eyes do (lips and
nails are other candidates). If you make a map which is largely
black, but with white patches for the eyes, lips and nails, it
can be used to make these regions seem realistically 'wet'. |
| Reflection |
Your model may have reflective regions (these are rare on
humans, but might be relevant to other kinds of models. |
To apply an additional map to an imported object, do the following.
1 |
Click on the object to select it, and then click the 'M'
control that appears next to it to enter the Materials Lab (or
click the 'cube with a chunk missing' control on the Edit palette) |
2 |
In the Materials Editor, click in an unused component
column, next to the channel that you're interested in
(for example, if you wanted to add a bump map, and component B had not
been used for anything, you'd click in the second column of the
row marked 'Bump Height'). A new 'bead' will appear at the place
where you clicked, and a new component editor will appear on the
right-hand side of the lab window. |
3 |
On the component editor, click the 'P' button to indicate
that you want to use a picture. |
4 |
Click the pink button at the top of the component editor to
open the Picture Library. |
5 |
In the Picture Library, click on one of the small thumbnails
that hasn't been used yet. A dialog will appear, asking you to choose
your map file. |
6 |
2D components have two channels, a color channel and a mask.
Your file will be loaded into the color channel. For most maps,
however, you want it to be in the mask channel, so you will need
to copy it from one channel to the other. Begin by clicking the
Copy button under the lefthand preview image. |
7 |
Next, click the Paste button under the middle preview image
(the preview that shows the contents of the mask channel). You
will be asked if you want to delete the existing contents of the
channel. Answer yes. |
8 |
Use either the black or white button above the lefthand
preview image (which shows the contents of the color channel)
to clear that channel and recover any memory it might be using.
Again, you'll be asked to confirm the deletion. |
9 |
Exit the Picture Library |
10 |
In the Materials Lab, use the value slider (the control
that looks like a horizontal glass rod) for the channel you're
working on to vary the intensity of the effect. The more you
pull the slider to the left, the greater the effect that your
map will have. |
11 |
Exit the Materials Lab, and render. |
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