Back to Page One
Mapping the Door
 
Enter Pict Editor

Step 1. . .Click the [M] next to the door lattice to enter the Material Editor. Click the Leo (Pic texture) button as shown.
Note: You don't have to use transparency options because Bryce can not 'see' black in an image when used in the middle Alpha box.
The color of the door comes from the Default column Diffuse and Ambient COLOR and A column Diffusion Value.


Click square to load pict and exit

Step 2. . . and then click a blank square (browse to find the picture) as shown to load the appropriate psd.
(one has fancy top windows, one designs)
Click the check mark to exit and return to the Mat Lab. Use the settings shown below in the first (A) material channel.

Mat lab and B_Bump channel

Step 3. . .Click the Bump button in the B Channel and then click the Pict Editor (Leo) again to get a bump map onto the door.

load TERRAIN Image for Bump Channel

Step 4. . .Click on Load this time and find the same TERRAIN image you used earlier and select it.
Click Copy beneath the first picture box on the Left, then Paste it into the Middle box. Hit the check mark to Exit.

In the Mat Lab crank up the Bump Height and you will now have visible grain and features on the door.

Mapping mode

Make sure you have the Mapping Mode set to Object Top on both Picture Textures....please?

Finished door whoo pie eh?

Here's a quick render using the instructions on these pages - let me know how you do with this.


Hope you got something from this. Obviously you can use this method for window frames, furniture and other common objects.
Experiment with the 2 psd files, they make things a lot easier.

Paul a.k.a. Pinhead 12 Sept 2001, May 2004, Dec 2006